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	<id>https://srd.mythcraftrpg.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nathan+Heard</id>
	<title>MythCraft Online SRD  - User contributions [en]</title>
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	<updated>2026-07-26T11:06:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Soldier&amp;diff=14347</id>
		<title>Clikkiri Soldier</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Soldier&amp;diff=14347"/>
		<updated>2026-06-25T13:13:10Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Clikkiri are fusions of humanoid and insectoid, resembling bipedal, [[human]]-sized termites or ants. They can communicate basic ideas with one another telepathically out to a short range, sending brief emotional pulses such as “Food!” or “Danger!”. More detailed communication, such as “We are under threat from a grash” would require them to speak in person.&lt;br /&gt;
&lt;br /&gt;
Some believe that Clikkiri are native to another continent on the other side of Ancerra, or are entirely alien to the planet, but others hold that Clikkiri have always lived in the ground beneath all other civilizations.&lt;br /&gt;
&lt;br /&gt;
Regardless, Clikkiri generally want to be left alone to their own devices. Clikkiri generally hold to a strict caste system wherein a [[Clikkiri Larva|Clikkiri larva]] will be born into a specific role. They will grow up to become behemoths, builders, or a variety of militant fighters. Each serve their duty to the hive and the Queen Clikkiri.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Clikkiri]] [[Soldier]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 7''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 60&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Applied Force +4; (END) Forced March +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' Clikkiri know the location of all friendly Clikkiri within 200 ft and are able to communicate simple telepathic messages to one another across this distance.&lt;br /&gt;
&lt;br /&gt;
'''Pheromone Warning (1/Day).''' When the Clikkiri Soldier encounters danger, it may summon 1d4 Clikkiri Builders at the start of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior]] Caste.''' The Clikkri Soldier gains +1 [[damage]] to all attacks for each other Clikkri within 5 ft of their target, to a maximum of +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clikkiri can MOVE and take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clikkiri Soldier can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Pincer.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 8 (1d8+4) sharp and the target becomes Grappled if it is Large or smaller. The soldier can only Grapple one target at a time.&lt;br /&gt;
&lt;br /&gt;
'''Caustic Spit.''' ''Ranged 60 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 7 (1d6+4) corrosive and the target becomes Sickened until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Pursue.''' The Clikkiri Soldier assumes a stance that allows it to make a Pincer attack as a reaction.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Clikkiri can take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pheromone Agitation.''' All Clikkiri within 30 ft gain +2 to hit with natural [[weapons]] until the end of the Clikkiri Soldier's next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pursue.''' If the Clikkiri Soldier has used its Pursue ability since the end of its last turn, it can Exploit.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14154</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14154"/>
		<updated>2026-04-30T15:56:32Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|10.19.25&lt;br /&gt;
|Troubadour&lt;br /&gt;
|Encore Track&lt;br /&gt;
|Jester tag removed&lt;br /&gt;
|-&lt;br /&gt;
|10.21.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|Prereq corrected to Archery Focus&lt;br /&gt;
|-&lt;br /&gt;
|12.13.25&lt;br /&gt;
|Skill Specialization&lt;br /&gt;
|Artist Aspirant&lt;br /&gt;
|Corrected to profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|-&lt;br /&gt;
|12.21.25&lt;br /&gt;
|Any spells with &amp;quot;Enhance&amp;quot;&lt;br /&gt;
|Removed &amp;quot;Enhance,&amp;quot; reworked text. No mechanical impact.&lt;br /&gt;
|-&lt;br /&gt;
|1.19.26&lt;br /&gt;
|Laurel of Stars&lt;br /&gt;
|Corrected Magic Function&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Eyesquito Progenitor&lt;br /&gt;
|Piercing Gaze feature corrected&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Death's Shattered Scythe&lt;br /&gt;
|Soul Collector description updated&lt;br /&gt;
|-&lt;br /&gt;
|4.30.26&lt;br /&gt;
|Harker's - Portal Candle&lt;br /&gt;
|Essence Cost corrected to 40.&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Magic_Items&amp;diff=14153</id>
		<title>Magic Items</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Magic_Items&amp;diff=14153"/>
		<updated>2026-04-30T15:55:42Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
One of the most rewarding treasures that heroes might find at the end of a quest is magic items. Flaming swords, armor that absorbs energy and converts it into power, rope that climbs walls by itself... any number of magic items might appeal to your adventurers for a variety of reasons. This page offers some guidance on creating your own magic items, then offers a codex of premade magic items ready to use in any game.&lt;br /&gt;
&lt;br /&gt;
== Equipping Magic Items ==&lt;br /&gt;
Magic items require some of the bearer’s Essence, or their life energy, in order to function. By default, an adventurer has 100 Essence Points. An adventurer cannot equip items whose sum Essence cost exceeds this limit. For example, an adventurer could equip two items that each cost 30 Essence, and one that costs 40. An adventurer could not equip three items that each cost 40 Essence, as this would exceed 100 total Essence.&lt;br /&gt;
&lt;br /&gt;
=== Item Strength ===&lt;br /&gt;
Magic items range in power from convenient tools to artifacts that could rewrite world events. When designing your own magic items, as you try to determine your item’s Essence cost, use this table as a reference.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Rarity&lt;br /&gt;
!Avg. Essence Point Cost&lt;br /&gt;
!Material Cost (in sc)&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|200-500&lt;br /&gt;
|Items that hold minor powers, such as those you would find in a cantrip, chant, or prayer.&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|500-1500&lt;br /&gt;
|Items that begin to hold stronger powers. These rarely augment their user’s combat effectiveness in a major way, but would provide moderately more powerful exploration or utility abilities.&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|1,500-50,000&lt;br /&gt;
|Rare items offer strong utility or may improve a bearer’s combat effectiveness.&lt;br /&gt;
|-&lt;br /&gt;
|Epic&lt;br /&gt;
|33&lt;br /&gt;
|50,000-100,000&lt;br /&gt;
|Epic items are quite powerful, and may change their bearer’s entire combat style.&lt;br /&gt;
|-&lt;br /&gt;
|Legendary&lt;br /&gt;
|50&lt;br /&gt;
|100,000+&lt;br /&gt;
|Legendary Items are extremely powerful. The powers of a legendary item could shift the tides of an entire battle or conquer a city.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Rarity Examples ===&lt;br /&gt;
&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Common)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Common, Essence 10''&lt;br /&gt;
&lt;br /&gt;
While wearing this ring, you can tap it to shed bright light in a 20 ft radius, twice to shed dim light in a 20 ft radius, and again to turn it off.&amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Uncommon)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Uncommon, Essence 15'' &lt;br /&gt;
&lt;br /&gt;
While wearing this ring, you can spend 1 AP to specify an object or space within 60 ft of you that begins to shed bright light in a 30 ft radius. If you choose, it can warm creatures within 5 ft of it as a campfire would. This light remains active until you use it on a new space or object. &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Rare)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Rare, Essence 20'' &lt;br /&gt;
&lt;br /&gt;
You gain a special attack that you can use by spending 1 AP: +AWR vs FORT of a creature within 60 ft of you. '''Hit:''' That creature is blinded until the end of your next turn. (1/Recoup) &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Epic)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Epic, Essence 35'' &lt;br /&gt;
&lt;br /&gt;
While wearing this ring, you can spend 1 AP as a part of an attack that has already hit to cause the creature to take +6d6 fire damage. This damage is doubled if the creature is undead. (3/Rest) &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Legendary)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Legendary, Essence 50'' &lt;br /&gt;
&lt;br /&gt;
You activate your ring and spend 2 AP to deal 10d6 radiant damage to all enemy creatures, and restore 5d6 HP to all friendly creatures, in a 120 ft cone. Friendly creatures who see this light but are not struck are Rallied for 1 minute. Attacks against creatures damaged by this attack gain +1 TA for the next 1 minute. (1/Rest) &amp;lt;/blockquote&amp;gt;&amp;lt;blockquote&amp;gt;'''Ring of Illumination (Artifact)'''&lt;br /&gt;
&lt;br /&gt;
''Ring, Artifact, Essence 100'' &lt;br /&gt;
&lt;br /&gt;
You can turn on or off the sun. (1/Week) &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== What does it do? ===&lt;br /&gt;
If you don’t already have a clear idea of what you want an item to do, it can be hard to come up with inspiration. A few easy places to look are class talents, magic from any of the five Magic Sources, and monster abilities. Taking any of these and turning them into a magic item can give your players a fun and unique experience.&lt;br /&gt;
&lt;br /&gt;
== Core Magic Items ==&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Damage&lt;br /&gt;
!Attr.&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence Cost&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[Abyssal Blade|'''Abyssal Blade''']]&lt;br /&gt;
|2d8+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|8-STR, min 4&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|[[Basilisk's Fang|'''Basilisk's Fang''']]&lt;br /&gt;
|1d4+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blade of the Rodir]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bloody Blade]]'''&lt;br /&gt;
|1d8+4 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Boom-erang]]'''&lt;br /&gt;
|1d6 blunt + 1d6 sonic&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 60 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Light, One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bow of Storms]]'''&lt;br /&gt;
|1d10+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|6-STR, min 2&lt;br /&gt;
|600 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Two-Handed, Amumunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Bow of Shooting Stars]]'''&lt;br /&gt;
|1d10+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|6-CHA, min 2&lt;br /&gt;
|600 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|15&lt;br /&gt;
|''Two-Handed, Ammunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Cestus of Knocking]]'''&lt;br /&gt;
|1d4+1 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|2-STR, min 1&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Colossus Greatslab]]'''&lt;br /&gt;
|2d10+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|8-STR, min 3 &lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Commander's Lance]]'''&lt;br /&gt;
|1d12+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Unwieldy, Two-Handed (One-Handed if on a mount)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Dancing Scimitar]]'''&lt;br /&gt;
|1d6+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-Dex,  min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Duelist's Delight]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|60 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Light, One-Handed, Ammunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Earthshaker]]'''&lt;br /&gt;
|1d10+2 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Hand-and-a-Half (1d12), Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fate Cutter]]'''&lt;br /&gt;
|1d8+4 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Legendary&lt;br /&gt;
|60&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flail of the Elements]]'''&lt;br /&gt;
|1d4 fire + 1d4 cold + 1d4 lightning&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Two-Handed, Magical''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Flametouched Longsword]]'''&lt;br /&gt;
|1d8 sharp + 1d4 fire&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Fleshripper]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Frostrime Battleaxe]]'''&lt;br /&gt;
|1d8 sharp + 1d4 cold&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Glaive of the Tomb Guardian]]'''&lt;br /&gt;
|1d8+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|6-STR, min 2&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Two-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hatchet of Returning]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 30 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hero's Standard]]'''&lt;br /&gt;
|1d8+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Epic&lt;br /&gt;
|45&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hunter's Bow]]'''&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|200 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Two-Handed, Ammunition''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Jailer's Branding Iron]]'''&lt;br /&gt;
|1d6+1 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|4-STR, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|35&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Kraken's Woe]]'''&lt;br /&gt;
|1d6+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 60 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lightning Bolt Spear]]'''&lt;br /&gt;
|1d8 sharp + 1d4 lightning&lt;br /&gt;
|STR or DEX&lt;br /&gt;
|3&lt;br /&gt;
|Thrown 30 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Lightning Lasher]]'''&lt;br /&gt;
|1d4+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 2&lt;br /&gt;
|Reach 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Lute of Lost Tomes|'''Lute of Lost Tomes''']]&lt;br /&gt;
|1d6+1 blunt&lt;br /&gt;
|CHA&lt;br /&gt;
|2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mariner's Friend|'''Mariner's Friend''']]&lt;br /&gt;
|1d6 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Melee&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Light, One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mul'ator Blade|'''Mul'ator Blade''']]&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Realmstalker]]'''&lt;br /&gt;
|2d4+2 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|4-DEX, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpion's Sting|'''Scorpion's Sting''']]&lt;br /&gt;
|1d4 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sickle of Culling|'''Sickle of Culling''']]&lt;br /&gt;
|1d4+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Light, One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Soulbound Dagger|'''Soulbound Dagger''']]&lt;br /&gt;
|1d4 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Light, One-Handed, Concealed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Spirit Bow|'''Spirit Bow''']]&lt;br /&gt;
|1d10+2 psychic&lt;br /&gt;
|DEX&lt;br /&gt;
|6-STR, min 2&lt;br /&gt;
|600 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Two-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Staff of Vipers|'''Staff of Vipers''']]&lt;br /&gt;
|1d4 blunt + 1d4 corrosive&lt;br /&gt;
|DEX&lt;br /&gt;
|3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|[[Staff of Whirlwinds|'''Staff of Whirlwinds''']]&lt;br /&gt;
|1d4+2 blunt&lt;br /&gt;
|DEX&lt;br /&gt;
|3&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|[[Taste of Nobility|'''Taste of Nobility''']]&lt;br /&gt;
|1d8+2  sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ursine Mace|'''Ursine Mace''']]&lt;br /&gt;
|1d6+1 blunt&lt;br /&gt;
|STR&lt;br /&gt;
|4-STR min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Hand-and-a-Half (1d8)''&lt;br /&gt;
|-&lt;br /&gt;
|[[Vampire's Bane|'''Vampire's Bane''']]&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|3&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Hand-and-a-Half (APC 2)''&lt;br /&gt;
|-&lt;br /&gt;
|[[War Wizard's Wand|'''War Wizard's Wand''']]&lt;br /&gt;
|1d8+2 fire, lightning, cold, or corrosive&lt;br /&gt;
|CHA&lt;br /&gt;
|4-CHA, min 2&lt;br /&gt;
|80 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wasp]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|5-DEX, min 2&lt;br /&gt;
|Melee&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|-&lt;br /&gt;
|[[Woodcutter's Axe|'''Woodcutter's Axe''']]&lt;br /&gt;
|1d8 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5-STR, min 3&lt;br /&gt;
|Melee&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Base&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Acidwalker's Armor]]'''&lt;br /&gt;
|Scale Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Medium''&lt;br /&gt;
|-&lt;br /&gt;
|[[Chameleon Hide|'''Chameleon Hide''']]&lt;br /&gt;
|Hide Armor&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15 &lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Diving Suit|'''Diving Suit''']]&lt;br /&gt;
|Banded Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Heavy, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|[[Flamewalker's Armor|'''Flamewalker's Armor''']]&lt;br /&gt;
|Scale Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Medium''&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian's Shield|'''Guardian's Shield''']]&lt;br /&gt;
|Heater Shield&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Icewalker's Armor|'''Icewalker's Armor''']]&lt;br /&gt;
|Scale Mail&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Medium''&lt;br /&gt;
|-&lt;br /&gt;
|[[Iron Maiden's Plate|'''Iron Maiden's Plate''']]&lt;br /&gt;
|Plate (Full)&lt;br /&gt;
|Epic&lt;br /&gt;
|30&lt;br /&gt;
|''Armor, Heavy, Unwieldy''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Leafdancer's Cuirass]]'''&lt;br /&gt;
|Cuirass (Leather)&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Lucky Cutoff Vest|'''Lucky Cutoff Vest''']]&lt;br /&gt;
|Gambeson&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mirror Shield|'''Mirror Shield''']]&lt;br /&gt;
|Heater Shield&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Phalanx Tower Shield|'''Phalanx Tower Shield''']]&lt;br /&gt;
|Tower Shield&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Archmage|'''Robes of the Archmage''']]&lt;br /&gt;
|Robes (Elemental)&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Second Skin|'''Second Skin''']]&lt;br /&gt;
|Hide Armor&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shield of Thorns]]'''&lt;br /&gt;
|Buckler&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sunburst Shield|'''Sunburst Shield''']]&lt;br /&gt;
|Heater Shield&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Armor, Shield''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Symbiotic Mimic]]'''&lt;br /&gt;
|Leather Armor&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Armor, Light''&lt;br /&gt;
|-&lt;br /&gt;
|[[Volcanic Plate|'''Volcanic Plate''']]&lt;br /&gt;
|Plate (Full)&lt;br /&gt;
|Epic&lt;br /&gt;
|30&lt;br /&gt;
|''Armor, Heavy, Unwieldy''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|[[Amulet of Thirst|'''Amulet of Thirst''']]&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Necklace''&lt;br /&gt;
|-&lt;br /&gt;
|[[Book of Secrets|'''Book of Secrets''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Book''&lt;br /&gt;
|-&lt;br /&gt;
|[[Boots of Swiftwind|'''Boots of Swiftwind''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Boots''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bottomless Bag|'''Bottomless Bag''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|[[Beastheart Gauntlets|'''Beastheart Gauntlets''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracers of Conduction|'''Bracers of Conduction''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Brewer's Cask|'''Brewer's Cask''']]&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|[[Carrion Cloak|'''Carrion Cloak''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Cloak''&lt;br /&gt;
|-&lt;br /&gt;
|[[Circlet of Mind Shielding|'''Circlet of Mind Shielding''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Helmet''&lt;br /&gt;
|-&lt;br /&gt;
|[[Circlet of Thought Detection|'''Circlet of Thought Detection''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Helmet''&lt;br /&gt;
|-&lt;br /&gt;
|[[Climber's Gloves|'''Climber's Gloves''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Cloak of Shadows|'''Cloak of Shadows''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Cloak''&lt;br /&gt;
|-&lt;br /&gt;
|[[Crane Paper|'''Crane Paper''']]&lt;br /&gt;
|Common&lt;br /&gt;
|10&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Deployable Glider|'''Deployable Glider''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|[[Die of Beasts|'''Die of Beasts''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|45&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Die of Self|'''Die of Self''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|60&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Die of Time|'''Die of Time''']]&lt;br /&gt;
|Legendary&lt;br /&gt;
|65&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Endless Quiver|'''Endless Quiver''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Flute of the Gravecaller|'''Flute of the Gravecaller''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Instrument''&lt;br /&gt;
|-&lt;br /&gt;
|[[Frostwalker Boots|'''Frostwalker Boots''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Boots''&lt;br /&gt;
|-&lt;br /&gt;
|[[Girdle of the Wolf|'''Girdle of the Wolf''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Gloves of the Thought Thief]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Ivory Whistle|'''Ivory Whistle''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Instrument''&lt;br /&gt;
|-&lt;br /&gt;
|[[Mad Tinkerer's Toolbox|'''Mad Tinkerer's Toolbox''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Container''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Magnetic Gloves]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Gloves''&lt;br /&gt;
|-&lt;br /&gt;
|[[Masquerade Mirror|'''Masquerade Mirror''']]&lt;br /&gt;
|Uncommon &lt;br /&gt;
|15&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|-&lt;br /&gt;
|[[Messenger Bracelet|'''Messenger Bracelet''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Ring of Protection]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Ring''&lt;br /&gt;
|-&lt;br /&gt;
|[[Sea Legs|'''Sea Legs''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Boots''&lt;br /&gt;
|-&lt;br /&gt;
|[[Spell Thief's Scroll|'''Spell Thief's Scroll''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Scroll''&lt;br /&gt;
|-&lt;br /&gt;
|[[Viperstrike Bracers|'''Viperstrike Bracers''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Bracers''&lt;br /&gt;
|-&lt;br /&gt;
|[[Visage of Fear|'''Visage of Fear''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Helmet''&lt;br /&gt;
|-&lt;br /&gt;
|[[Wanderer's Doorknocker|'''Wanderer's Doorknocker''']]&lt;br /&gt;
|Epic&lt;br /&gt;
|40&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Effect&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Clearblood Elixir'''&lt;br /&gt;
|Legendary&lt;br /&gt;
|This milky white potion has an acrid, burnt taste. After drinking this potion, you are immediately cured of all diseases and poisons.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Drake's Breath Elixir'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|This orange potion swirls with trails of gold and white. After drinking this potion you may immediately make a special attack. Make an END attack against the REF of all creatures within a 30 ft cone. On a hit, deal 2d12+END fire damage. On a miss, 1⁄2 damage.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Draught of Fortitude'''&lt;br /&gt;
|Common&lt;br /&gt;
|This dark green potion smells faintly of fresh earth. After drinking this potion, gain +4 to END skill checks and +4 FORT for 1 hour.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Elixir of Life'''&lt;br /&gt;
|Epic&lt;br /&gt;
|This potion appears to be liquid silver. If administered to a creature that has died within the past 24 hours, that creature returns to life with 1 HP, 7 Death Points, and Fatigued.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hunter's Draught'''&lt;br /&gt;
|Rare&lt;br /&gt;
|This thin black liquid smells of blood. After drinking this potion you immediately take 1d6 corrosive damage. You gain +1 STR, +1 DEX, and Darkvision 60 ft for one hour.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mimic Mix'''&lt;br /&gt;
|Rare&lt;br /&gt;
|This thick golden paste can be applied to any medium or smaller nonmagical inanimate object by spending 2 AP. Five minutes after application, the target object becomes a mimic using a Mimic stat block of the appropriate size. It follows the simple mental commands of whomever applied the Mimic Mix. After 24 hours or after being reduced to 0 HP the object reverts to its mundane state.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion of Haste'''&lt;br /&gt;
|Rare&lt;br /&gt;
|This potion is a shimmering yellow and smells like honey and lilacs. After drinking this potion you gain +2 AP at the start of each of your turns and +4 REF for 10 minutes.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion of the Fundamental'''&lt;br /&gt;
|Rare &lt;br /&gt;
|This dark blue potion swirls with black smoke. After drinking this potion, regain 1d8+4 Spell Points.&lt;br /&gt;
|''Potion''&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to Print 2''&lt;br /&gt;
&lt;br /&gt;
== Additional Magic Items ==&lt;br /&gt;
Listed here are official magic items from outside the ''Core Rulebook.''&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
!Damage&lt;br /&gt;
!Attr.&lt;br /&gt;
!APC&lt;br /&gt;
!Range&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence Cost&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Blessed Silver Stake]]'''&lt;br /&gt;
|1d6+2 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''One-Handed, Light''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Giant's Scythe]]'''&lt;br /&gt;
|2d6 sharp&lt;br /&gt;
|DEX&lt;br /&gt;
|6-DEX, min 2&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Pendragon's Battle Standard]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|5=STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Epic&lt;br /&gt;
|35&lt;br /&gt;
|''Hand-and-a-Half (1d10)''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Saintkiller Spear]]'''&lt;br /&gt;
|1d8+1 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|3&lt;br /&gt;
|Thrown 20 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Hand-and-a-Half (Reduce APC by 1, min 2)''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shattered Death]]'''&lt;br /&gt;
|1d8 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|2&lt;br /&gt;
|Reach 30 ft&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''One-Handed''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shieldbreaker Blade]]'''&lt;br /&gt;
|2d12 sharp&lt;br /&gt;
|STR&lt;br /&gt;
|10-STR, min 3&lt;br /&gt;
|Reach 10 ft&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Two-Handed, Unwieldy''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Base&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Colored Arm Bands]]'''&lt;br /&gt;
|&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Armor Enhancement''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Oilcloth Cloak]]'''&lt;br /&gt;
|&lt;br /&gt;
|Rare&lt;br /&gt;
|35 &lt;br /&gt;
|''Cloak, Armor Enhancement''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Replica Shield]]'''&lt;br /&gt;
|Kite Shield&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Shadow Wyrm Helm]]'''&lt;br /&gt;
|&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Helmet, Armor Enhancement''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|[[Blessed Book|'''Blessed Book''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|25&lt;br /&gt;
|''Book''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Hawthorne's Candelabra|'''Hawthorne's Candelabra''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Chrysanthemum Bouquet|'''Chrysanthemum Bouquet''']]&lt;br /&gt;
|Uncommon &lt;br /&gt;
|20&lt;br /&gt;
|''Plant, Cursed''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Clover of Luck|'''Clover of Luck''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Tattoo''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Crown of Domination|'''Crown of Domination''']]&lt;br /&gt;
|Very Rare&lt;br /&gt;
|45&lt;br /&gt;
|''Crown''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Dan's Havenglow Lantern|'''Dan's Havenglow Lantern''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Echoing Echelon Feather|'''Echoing Echelon Feather''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Essence Tourniquet|'''Essence Tourniquet''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[False Fangs|'''False Fangs''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Teeth''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Holy Relic|'''Holy Relic''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Java's Pocket Watch|'''Java's Pocket Watch''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Watch, Worn Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Magellus's Mask|'''Magellus's Mask''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Mask''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Moonlight Mirror|'''Moonlight Mirror''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Pocket Gargoyle|'''Pocket Gargoyle''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Statue, Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Daywalking|'''Ring of Daywalking''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Fading|'''Ring of Fading''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Gloom|'''Ring of Gloom''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Glory|'''Ring of Glory''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Ring of Veiling|'''Ring of Veiling''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|25&lt;br /&gt;
|''Ring''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Salamar's Monocle of Appraising|'''Salamar's Monocle of Appraising''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Worn Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Scroll of Duplication|'''Scroll of Duplication''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|30&lt;br /&gt;
|''Scroll''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Shadowsoul Lantern|'''Shadowsoul Lantern''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Carried Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Spectre Lantern|'''Spectre Lantern''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|15&lt;br /&gt;
|''Carried Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Stained Glass Frame|'''Stained Glass Frame''']]&lt;br /&gt;
|Rare&lt;br /&gt;
|35&lt;br /&gt;
|''Carried Item, Unwieldy''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|[[Unholy Relic|'''Unholy Relic''']]&lt;br /&gt;
|Uncommon&lt;br /&gt;
|10&lt;br /&gt;
|''Relic''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Consumables ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Rarity&lt;br /&gt;
!Essence&lt;br /&gt;
!Tags&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Elixir of Burning Blood]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|&lt;br /&gt;
|''Potion''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Floor Chicken]]'''&lt;br /&gt;
|Common&lt;br /&gt;
|&lt;br /&gt;
|''Meat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Gryphon Feather]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|20&lt;br /&gt;
|''Feather''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Hunter's Box of Toothpicks]]'''&lt;br /&gt;
|Common&lt;br /&gt;
|&lt;br /&gt;
|''Carried Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Manticore Quill]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|''Weapon''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Portal Candle]]'''&lt;br /&gt;
|Rare&lt;br /&gt;
|40&lt;br /&gt;
|''Candle''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Stained Glass]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|5&lt;br /&gt;
|''Supernatural Item''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wall Chicken]]'''&lt;br /&gt;
|Epic &lt;br /&gt;
|&lt;br /&gt;
|''Meat''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wolfsbane Elixir]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|&lt;br /&gt;
|''Potion''&lt;br /&gt;
|Harker's&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Wolfsbane Venom]]'''&lt;br /&gt;
|Uncommon&lt;br /&gt;
|&lt;br /&gt;
|''Potion''&lt;br /&gt;
|Harker's&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Soldier&amp;diff=14151</id>
		<title>Clikkiri Soldier</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Soldier&amp;diff=14151"/>
		<updated>2026-04-23T15:26:26Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Clikkiri are fusions of humanoid and insectoid, resembling bipedal, [[human]]-sized termites or ants. They can communicate basic ideas with one another telepathically out to a short range, sending brief emotional pulses such as “Food!” or “Danger!”. More detailed communication, such as “We are under threat from a grash” would require them to speak in person.&lt;br /&gt;
&lt;br /&gt;
Some believe that Clikkiri are native to another continent on the other side of Ancerra, or are entirely alien to the planet, but others hold that Clikkiri have always lived in the ground beneath all other civilizations.&lt;br /&gt;
&lt;br /&gt;
Regardless, Clikkiri generally want to be left alone to their own devices. Clikkiri generally hold to a strict caste system wherein a [[Clikkiri Larva|Clikkiri larva]] will be born into a specific role. They will grow up to become behemoths, builders, or a variety of militant fighters. Each serve their duty to the hive and the Queen Clikkiri.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Clikkiri]] [[Soldier]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 7''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!'''STR'''&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 13 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 60&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Applied Force +4; (END) Forced March +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' Clikkiri know the location of all friendly Clikkiri within 200 ft and are able to communicate simple telepathic messages to one another across this distance.&lt;br /&gt;
&lt;br /&gt;
'''Pheromone Warning (1/Day).''' When the Clikkiri Soldier encounters danger, it may summon 1d4 Clikkiri Builders at the start of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior]] Caste.''' The Clikkri Soldier gains +1 [[damage]] to all attacks for each other Clikkri within 5ft of their target, to a maximum of +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clikkiri can MOVE and take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clikkiri Soldier can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Pincer.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 8 (1d8+4) sharp and the target becomes Grappled if it is Large or smaller. The soldier can only Grapple one target at a time.&lt;br /&gt;
&lt;br /&gt;
'''Caustic Spit.''' ''Ranged 60 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 7 (1d6+4) corrosive and the target becomes Sickened until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Pursue.''' The Clikkiri Soldier assumes a stance that allows it to make a Pincer attack as a reaction.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''OR the Clikkiri can take the following action.'' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pheromone Agitation.''' All Clikkiri within 30 ft gain +2 to hit with natural [[weapons]] until the end of the Clikkiri Soldier's next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pursue.''' If the Clikkiri Soldier has used its Pursue ability since the end of its last turn, it can Exploit.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Scorpion&amp;diff=14150</id>
		<title>Clikkiri Scorpion</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Scorpion&amp;diff=14150"/>
		<updated>2026-04-23T15:24:59Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Clikkiri are fusions of humanoid and insectoid, resembling bipedal, [[human]]-sized termites or ants. They can communicate basic ideas with one another telepathically out to a short range, sending brief emotional pulses such as “Food!” or “Danger!”. More detailed communication, such as “We are under threat from a grash” would require them to speak in person.&lt;br /&gt;
&lt;br /&gt;
Some believe that Clikkiri are native to another continent on the other side of Ancerra, or are entirely alien to the planet, but others hold that Clikkiri have always lived in the ground beneath all other civilizations.&lt;br /&gt;
&lt;br /&gt;
Regardless, Clikkiri generally want to be left alone to their own devices. Clikkiri generally hold to a strict caste system wherein a [[Clikkiri Larva|Clikkiri larva]] will be born into a specific role. They will grow up to become behemoths, builders, or a variety of militant fighters. Each serve their duty to the hive and the Queen Clikkiri.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Clikkiri]] Scorpion&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 6''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 40&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 45 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (STR) Sprinting +6&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' Clikkiri know the location of all friendly Clikkiri within 200 ft and are able to communicate simple telepathic messages to one another across this distance.&lt;br /&gt;
&lt;br /&gt;
'''Corrosive Blood.''' When the Clikkiri Scorpion takes sharp [[damage]], all creatures within 5 ft of it must make a DC 13 END check or take 2 (1d4) corrosive.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clikkiri can take TWO of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clikkiri Scorpion can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Stinger.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 2 (1d4) sharp, and a secondary attack: +3 vs FORT. '''Hit:''' The target becomes paralyzed until the end of its next turn.&lt;br /&gt;
&lt;br /&gt;
'''Caustic Spit.''' ''Ranged 60 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 7 (1d6+4) corrosive and the target becomes Sickened until the end of its next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Exploit (1/Round).''' The Clikkiri Scorpion can [[Actions#Advanced Maneuvers|Exploit]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Oracle&amp;diff=14149</id>
		<title>Clikkiri Oracle</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Oracle&amp;diff=14149"/>
		<updated>2026-04-23T15:24:36Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Clikkiri are fusions of humanoid and insectoid, resembling bipedal, [[human]]-sized termites or ants. They can communicate basic ideas with one another telepathically out to a short range, sending brief emotional pulses such as “Food!” or “Danger!”. More detailed communication, such as “We are under threat from a grash” would require them to speak in person.&lt;br /&gt;
&lt;br /&gt;
Some believe that Clikkiri are native to another continent on the other side of Ancerra, or are entirely alien to the planet, but others hold that Clikkiri have always lived in the ground beneath all other civilizations.&lt;br /&gt;
&lt;br /&gt;
Regardless, Clikkiri generally want to be left alone to their own devices. Clikkiri generally hold to a strict caste system wherein a [[Clikkiri Larva|Clikkiri larva]] will be born into a specific role. They will grow up to become behemoths, builders, or a variety of militant fighters. Each serve their duty to the hive and the Queen Clikkiri.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Clikkiri]] [[Oracle]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 10''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
!1&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 11&lt;br /&gt;
!Will: 13&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 14 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 65&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (END) Force +4; (AWR) Sheltering +6, Tracking +4; (INT) Medicine +6, Nature +6; (CHA) [[Empathy]] +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' Clikkiri know the location of all friendly Clikkiri within 200 ft of them and are able to communicate simple telepathic messages to one another across this distance.&lt;br /&gt;
&lt;br /&gt;
'''Psion.''' Using AWR, the Clikkiri Oracle can cast the following [[psionic]] spells. It has 50 SP/Rest. [[Blur]], [[Charm Person]], [[Create Ammunition]], [[Create Weapon]], [[Decoy]], [[Distract]], [[Empathize]], [[Invisibility]], [[Jump]], [[Levitate]], [[Minor Telepathy]], [[Mirror Images]], [[Psychonavigation]].&lt;br /&gt;
&lt;br /&gt;
'''Psionic Invoker.''' Using AWR, the Clikkiri Oracle can cast the following psionic invocations 1/Rest. [[Adapt]], [[Assembly]], [[Telepathic Anchor]].&lt;br /&gt;
&lt;br /&gt;
'''Manifestation.''' The Clikkiri Oracle can cast [[Lesser Telekinesis]] at will.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clikkiri can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clikkiri Oracle can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Mandible.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Telekinesis.''' ''Ranged 60 ft Psionic Manifestation.'' +4 vs REF. '''Hit:''' 5 (1d10) physical.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the Clikkiri can take ONE of the following actions'''...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clikkiri Oracle can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Mandible.''' ''Reach 5 ft Natural Weapon.'' +3 vs AR. '''Hit:''' 6 (1d6+3) sharp.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''...AND''' take '''ONE''' of the following actions.''====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Telepath (Recharge 6).''' Each Clikkiri within 60 ft of the Oracle gains 6 (1d4+4) [[Shield]] HP and gains TA on all of their attacks until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
'''Psion.''' The Clikkiri Oracle can cast one of its [[Psionic Spells|psionic spells]].&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Larva&amp;diff=14148</id>
		<title>Clikkiri Larva</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Larva&amp;diff=14148"/>
		<updated>2026-04-23T15:23:54Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Clikkiri are fusions of humanoid and insectoid, resembling bipedal, [[human]]-sized termites or ants. They can communicate basic ideas with one another telepathically out to a short range, sending brief emotional pulses such as “Food!” or “Danger!”. More detailed communication, such as “We are under threat from a grash” would require them to speak in person.&lt;br /&gt;
&lt;br /&gt;
Some believe that Clikkiri are native to another continent on the other side of Ancerra, or are entirely alien to the planet, but others hold that Clikkiri have always lived in the ground beneath all other civilizations.&lt;br /&gt;
&lt;br /&gt;
Regardless, Clikkiri generally want to be left alone to their own devices. Clikkiri generally hold to a strict caste system wherein a Clikkiri larva will be born into a specific role. They will grow up to become behemoths, builders, or a variety of militant fighters. Each serve their duty to the hive and the Queen Clikkiri.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Clikkiri]] Larva&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 1''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-2&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 12&lt;br /&gt;
!Ant: 8&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 12&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 10 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 20 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 15&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' Clikkiri know the location of all friendly Clikkiri within 200 ft and are able to communicate simple telepathic messages to one another across this distance.&lt;br /&gt;
&lt;br /&gt;
'''Protected Young.''' If this Clikkiri Larva takes any [[damage]], all other Clikkiri within 100 ft of it gain +2 TA and +2 to damage rolls until the start of this creature’s next turn.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clikkiri can MOVE and take ONE of the following actions'''.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clikkiri Larva can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Psychic Cry.''' ''Reach 10 ft Natural Weapon.'' +2 vs WILL. '''Hit:''' 4 (1d4+2) psychic&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Buzzer&amp;diff=14147</id>
		<title>Clikkiri Buzzer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clikkiri_Buzzer&amp;diff=14147"/>
		<updated>2026-04-23T15:22:31Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Clikkiri are fusions of humanoid and insectoid, resembling bipedal, [[human]]-sized termites or ants. They can communicate basic ideas with one another telepathically out to a short range, sending brief emotional pulses such as “Food!” or “Danger!”. More detailed communication, such as “We are under threat from a grash” would require them to speak in person.&lt;br /&gt;
&lt;br /&gt;
Some believe that Clikkiri are native to another continent on the other side of Ancerra, or are entirely alien to the planet, but others hold that Clikkiri have always lived in the ground beneath all other civilizations.&lt;br /&gt;
&lt;br /&gt;
Regardless, Clikkiri generally want to be left alone to their own devices. Clikkiri generally hold to a strict caste system wherein a [[Clikkiri Larva|Clikkiri larva]] will be born into a specific role. They will grow up to become behemoths, builders, or a variety of militant fighters. Each serve their duty to the hive and the Queen Clikkiri.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Clikkiri]] Buzzer&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 10''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
!4&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 14&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 11&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 70&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 30 ft, Fly 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (AWR) Perceiving +4&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Hivemind.''' Clikkiri know the location of all friendly Clikkiri within 200 ft and are able to communicate simple telepathic messages to one another across this distance.&lt;br /&gt;
&lt;br /&gt;
'''Corrosive Blood.''' When the Clikkiri Buzzer takes physical [[damage]], all creatures within 5 ft must make a DC13 FORT check or take 5 (2d4) corrosive.&lt;br /&gt;
&lt;br /&gt;
'''Divebomb.''' If the Clikkiri Buzzer dies and is flying, then when it hits the ground, each creature in a 5 ft radius from its point of impact takes 10 (4d4) corrosive.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Clikkiri can take THREE of the following actions, or take the same action '''three times.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Clikkiri Buzzer can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Stinger.''' ''Reach 5 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 6 (1d4+4) sharp and 5 (2d4) toxic.&lt;br /&gt;
&lt;br /&gt;
'''Caustic Spit.''' ''Ranged 60 ft Natural Weapon.'' +4 vs AR. '''Hit:''' 7 (1d6+4) corrosive and the target becomes Sickened until the end of its next turn.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14146</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14146"/>
		<updated>2026-04-23T15:15:03Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Urkou Warrior.png|thumb|Belozog Mishkova, repentant exile]]&lt;br /&gt;
&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;With honor as my shield and courage as my sword, I face each battle with unwavering resolve. I will clear my family's name, or will die trying.&amp;quot; - [[Belozog Mishkova]], repentant exile&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Your path to becoming the warrior you are today was one of absolute discipline. At a young age you were a gifted athlete, playing in children’s sports or getting into trouble pushing back against authority. As you grew, your restlessness matured into a desire to protect those weaker than you. Guided by great blademasters, you learned your way around sword and spear, shield and bow. As a versatile fighter, you are almost equally capable with any weapon and any suit of armor, making you an invaluable soldier. You also have a keen mind for battle tactics and act with disciplined measure as you direct your foes away from your weaker allies.&lt;br /&gt;
&lt;br /&gt;
What motivates you when you don your armor? What thoughts stick with you as you draw your weapons and slog into the battlefield? How do your driving goals inform your fighting style? If you are motivated by vengeance, you might be an especially merciless fighter, whereas if you desire to protect your loved ones, you might stay your blade when you have the opportunity to do an enemy in, letting compassion guide your hand as much as justice. Maybe you have no scruples at all and will simply do what is asked of you as long as the coins keep coming.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;'''&amp;lt;u&amp;gt;Warrior Tracks&amp;lt;/u&amp;gt;'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Archer Track|'''Archer'''.]] An unparalleled sniper, you can offer covering fire to your allies and can pick off enemies with deadly accuracy.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Commander Track|'''Commander'''.]] A master of warfare, you know how and when to issue orders. Help your allies fight as a cohesive team, where the sum is greater than the parts.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Protection Track|Protection.]]''' You lead the charge in combat, locking down enemies on the battlefield and helping your allies reposition and retreat when they must.&lt;br /&gt;
&lt;br /&gt;
[[Warrior#Soldier Track|'''Soldier'''.]] You are a proven warrior, capable of adapting to any situation on the battlefield or any weapon in your arsenal.&lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Curseblade Track|Curseblade.]]''' ''Harker's Guide to Vampire Hunting.'' Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. &lt;br /&gt;
&lt;br /&gt;
'''[[Warrior#Descendant Track|Descendant.]]''' ''Harker's Guide to Vampire Hunting.'' Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Warrior Entry Talent ===&lt;br /&gt;
After gaining the Warrior Entry talent, you can take talents from any of the Warrior subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Warrior Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Battlefield Tactician.''' Gain the Battlefield Tactician ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician (AWR+1/Recoup).''' Spend 1 AP on your turn to specify a target within 5 ft of you. Allies within 40 ft of you gain Focused against that target. Battlefield Tactician persists for 10 minutes while you can see the target. If you use this on a new target, it fades on the original target.&lt;br /&gt;
&lt;br /&gt;
'''Warrior Training.''' If this is your first class entry talent, you gain two specialization talents: One from the Defense stack and one from the Combat, Command, or Defense stack. If this is not your first class entry talent, you gain one talent from the Defense stack.&lt;br /&gt;
|Warrior, Class Entry&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Archery Track ===&lt;br /&gt;
[[File:ArcheryTrack.png|center|frameless|534x534px|Archery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Archery Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Gain the Focus Target ability.&lt;br /&gt;
&lt;br /&gt;
* '''Focus Target.''' Spend 1 AP to specify a target you can see and that is within range of the ranged weapon you are holding. This target is your Focused Target. Gain Focused against that target, and if you strike them with a ranged attack, that target suffers 1 TD on their next attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Overwatch&lt;br /&gt;
|You ignore Partial Cover against your Focused Target.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest'''&lt;br /&gt;
|Sharpshooter&lt;br /&gt;
|You gain +1 to your AR and physical defenses when firing from Cover. When attempting to Hide while in Total Cover, you can roll 2d20 and take the higher result.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking'''&lt;br /&gt;
|Sniper’s Nest&lt;br /&gt;
|You ignore Concealed and Unseen against your Focused Target while it is within 30 ft of you.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim'''&lt;br /&gt;
|Stalking&lt;br /&gt;
|If you do not willingly move on this turn, did not willingly move on your previous turn, have not taken damage since the end of your last turn, did not use Impeccable Aim last turn, and are firing from Cover, you can activate the Impeccable Aim ability.&lt;br /&gt;
&lt;br /&gt;
* '''Impeccable Aim.''' Gain +10 to your attack rolls until the end of your turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter II'''&lt;br /&gt;
|Impeccable Aim&lt;br /&gt;
|If you kill a creature on your turn with a ranged attack, you can make another attack immediately for 0 AP with that same weapon. If you kill the second creature, you may make one more additional attack with that weapon for 0 AP. All subsequent attacks cost AP as normal.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Feet'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|Gain the Tuck and Roll abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Tuck (1/Round).''' On your turn, you can move 5 ft for 0 AP.&lt;br /&gt;
&lt;br /&gt;
* '''Roll (1/Turn).''' If a ranged attack or spell misses you, you may move 5 ft for 0 Reactive AP.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking II'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range for Stalking becomes half the range of the weapon you have equipped.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot'''&lt;br /&gt;
|Stalking II&lt;br /&gt;
|Gain the Headshot ability.&lt;br /&gt;
&lt;br /&gt;
* '''Headshot (3/Rest).''' Declare you are attempting a headshot. Suffer -12 to your attack roll. On a hit, it is considered a crit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sharpshooter III'''&lt;br /&gt;
|Headshot&lt;br /&gt;
|Your ranged attacks ignore Resist Physical and you no longer suffer 1 TD against Prone creatures.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have Cover and the high ground you gain +1 TA and all of your defenses gain the benefits from Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest II&lt;br /&gt;
|Your range is doubled for ranged weapon attacks against your Focused Target.&lt;br /&gt;
&lt;br /&gt;
Your range for Stalking becomes your equipped weapon’s range.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Impeccable Aim II'''&lt;br /&gt;
|Stalking III&lt;br /&gt;
|Gain the Perfect Opportunity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Perfect Opportunity (1/Catch Breath).''' Activate Impeccable Aim without the conditions being met.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Headshot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|With Headshot you now only suffer -10 to your attack and you also add +1 damage die on a hit.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch'''&lt;br /&gt;
|Archery Focus&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Sharpshooter&lt;br /&gt;
|Gain the Overwatch ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overwatch.''' If a Focused Target moves more than 10 ft on its turn and is within range of your weapon after that movement, you may make a reactive attack against that target, spending the normal amount of AP it would cost you to attack with that weapon.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target II'''&lt;br /&gt;
|Overwatch&lt;br /&gt;
|You may now have a number of Focused Targets equal to 1⁄2 AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch II'''&lt;br /&gt;
|Focus Target II&lt;br /&gt;
|When you strike a target with a ranged reactive attack, they are Slowed until the end of their turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Suppressing Fire'''&lt;br /&gt;
|Overwatch II&lt;br /&gt;
|You may spend +2 AP when making a ranged attack or ranged reactive attack. If that attack hits, the target is Suppressed until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target III'''&lt;br /&gt;
|Suppressing Fire&lt;br /&gt;
|Draw a line from you to the closest unoccupied space adjacent to a Focused Target. If physically being in that square would cause a target to be considered Flanked, that target is considered Flanked.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch III'''&lt;br /&gt;
|Focus Target III&lt;br /&gt;
|Overwatch also triggers reactive attacks for you when a Focused Target makes a melee attack against one of your allies.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target IV'''&lt;br /&gt;
|Overwatch III&lt;br /&gt;
|You may now have a number of Focused Targets equal to your AWR.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire'''&lt;br /&gt;
|Focus Target IV&lt;br /&gt;
|Gain the Covering Fire ability.&lt;br /&gt;
&lt;br /&gt;
* '''Covering Fire (AWR/Recoup).''' When you hit with a reactive attack that was triggered by an enemy making a melee weapon attack, you may spend 1 Reactive AP to force the creature to roll the attack again and take the lower, potentially turning their hit into a miss.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks you make with Overwatch now cost you 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire II'''&lt;br /&gt;
|Overwatch IV&lt;br /&gt;
|You may use Covering Fire against enemies that make ranged weapon attacks, unless you are the target of that attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Focus Target V'''&lt;br /&gt;
|Covering Fire II&lt;br /&gt;
|When you hit a Focused Target with a ranged attack, they suffer 1 TD on all their attacks until the end of their next turn.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Covering Fire III'''&lt;br /&gt;
|Focus Target V&lt;br /&gt;
|You may use Covering Fire against enemies that make magic attacks, unless you were the target of the attack.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch V'''&lt;br /&gt;
|Covering Fire III&lt;br /&gt;
|If you crit on a reactive attack, you can use Suppressing Fire for 0 Reactive AP and the target is also knocked Prone.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Archer'''&lt;br /&gt;
|Archery 14&lt;br /&gt;
|You are a marksman of great renown. Your presence on the battlefield strikes fear in your enemies and brings comfort to those you watch over. You do not lose the Unseen condition from making ranged attacks. If you have 3 or more TA against a target, your attacks gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
* You deal double damage.&lt;br /&gt;
* Your attacks that hit knock the target Prone.&lt;br /&gt;
* Striking a Prone target gives them the Pinned condition. (Escape DC = Your DEX + 10)&lt;br /&gt;
* You regain 1d10 HP whenever you make the killing blow against a creature that is ML 6 or higher.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once per week, you can kill a target of ML or Character Level of 5 or less. You cannot miss and the target cannot survive the attack. Provided you are Unseen when you make the attack, it cannot be traced back to you through evidentiary means.&lt;br /&gt;
|''Warrior, Archery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Commander Track ===&lt;br /&gt;
[[File:CommanderTrack.png|center|frameless|700x700px|Commander Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Command Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Your Battlefield Tactician ability range when specifying a target increases from 5 ft to 20 ft.&lt;br /&gt;
&lt;br /&gt;
Gain the Battle Standard ability.&lt;br /&gt;
&lt;br /&gt;
* '''Battle Standard.''' You carry your battle standard into battle. This requires one free hand. You can plant or retrieve your battle standard with 1 AP. It has a base range of 20 ft. All allies within range gain +1 TA on their first attack made on each turn they start in range.&lt;br /&gt;
&lt;br /&gt;
Battle standards have AR, REF, and FORT of 15. They have20 HP, DR 20/Fire, and DT 10.&lt;br /&gt;
&lt;br /&gt;
Replacing a broken battle standard requires 4 hours and 40 sc in a settled area. If you have the Soldier background, it costs 2 hours and does not cost sc provided that your military has a presence in the settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improved Battle Standard'''&lt;br /&gt;
|Battle Command Focus&lt;br /&gt;
|Allies now gain TA on all attacks while within range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Your battle standard’s range increases by +10 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range II'''&lt;br /&gt;
|Battle Standard Range&lt;br /&gt;
|Your battle standard’s range increases by +20 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Range III'''&lt;br /&gt;
|Battle Standard Range II&lt;br /&gt;
|Your battle standard’s range increases by +30 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extra Standard'''&lt;br /&gt;
|Battle Standard Range III&lt;br /&gt;
|You gain an additional battle standard. This second battle standard can be worn as a banner on your back, and equipped or stowed using 1 AP. It must be equipped to be planted.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|''Repeatable.'' Your battle standard gains +10 HP.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard II'''&lt;br /&gt;
|Reinforced Standard&lt;br /&gt;
|Your battle standard gains +5 DT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reinforced Standard III'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Your battle standard gains +5 AR, REF, and FORT.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Repairs'''&lt;br /&gt;
|Reinforced Standard II&lt;br /&gt;
|Once a week, you may repair one battle standard when you Take a Rest, even if you are not in a settled area.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Allies within range of your battle standard gain the Rallied condition.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rallying Standard II'''&lt;br /&gt;
|Rallying Standard&lt;br /&gt;
|While allies are Rallied by your battle standard, they cannot be Charmed. Existing Charm effects are suppressed while they remain within range.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner'''&lt;br /&gt;
|Rallying Standard II&lt;br /&gt;
|Whenever you start your turn in range of a battle standard, you regain 1 HP while engaged in combat and Bloodied.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner II'''&lt;br /&gt;
|Under the Banner&lt;br /&gt;
|While allies are Rallied by your battle standard, they are Protected.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Under the Banner III'''&lt;br /&gt;
|Under the Banner II&lt;br /&gt;
|While allies are Rallied by your battle standard, they gain +2 to their mental defenses.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|You gain a standard bearer NPC with the stats of a [[Knight in Training: Page|Page]]. This NPC is under your control and takes its turn immediately following yours. It carries one additional battle standard, and cannot attack, but can plant and retrieve Battle Standards. If your standard bearer is slain in combat, you may hire a new one by spending at least 3 days in a populated area and expending 100 sc.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer II'''&lt;br /&gt;
|Standard Bearer&lt;br /&gt;
|Your standard bearer gains HP equal to your number of Warrior talents + your AWR.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer III'''&lt;br /&gt;
|Standard Bearer II&lt;br /&gt;
|Your standard bearer gains +5 ft speed and no longer provokes reactive attacks due to movement.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer IV'''&lt;br /&gt;
|Standard Bearer III&lt;br /&gt;
|Your standard bearer can pull up an allied creature from being Prone by spending one of their monster actions.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Standard Bearer V'''&lt;br /&gt;
|Standard Bearer IV&lt;br /&gt;
|Your standard bearer now gains experience up to 30 times. For each week under your employ where they engage in combat (not training or sparring), they gain an additional 1d4+1 HP.&lt;br /&gt;
&lt;br /&gt;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one specialization talent.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command'''&lt;br /&gt;
|Improved Battle Standard&lt;br /&gt;
|Gain the Command ability and the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Command.''''' A willing target, who can hear you, within 20 ft of you may immediately follow one of your commands.&lt;br /&gt;
&lt;br /&gt;
Gain the Attack command.&lt;br /&gt;
&lt;br /&gt;
* '''''Attack.''''' (X AP) The target immediately makes an attack with a weapon they are holding, gaining +1 TA. This costs you a number of AP equal to what it would cost the target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''To Me!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Tactical Repositioning command.&lt;br /&gt;
&lt;br /&gt;
* '''''Tactical Repositioning.''''' (1 AP) The target of your command may immediately move up to their speed, but the movement must end with them closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Hold!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Hold your Ground and Hold your Fire commands.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Ground.''''' (1 AP) If the target of your command accepts the command, they gain the Grounded and Suppressed condition until the end of their next turn, and can no longer be moved or knocked Prone.&lt;br /&gt;
&lt;br /&gt;
* '''''Hold your Fire.''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells on their next turn. They specify a trigger to make those prepared attacks or spell casts reactively, if they have the Reactive AP to do so. Triggers may be “When an enemy is in range” or “When an enemy attacks.” The commander may suggest a trigger, but the target is not required to use that trigger.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fire!'''&lt;br /&gt;
|Hold!&lt;br /&gt;
|Gain the Fire! command.&lt;br /&gt;
&lt;br /&gt;
* '''''Fire!.''''' (2 AP) All targets who are using “Hold your Fire” may immediately make the attacks and cast the spells they were holding. For each volley, every participant rolls to attack, but all participants use the highest die roll. A volley is considered an attack that expends AP. For example, if Player 1 and 2 both had 6 AP, and prepared three attacks each, and Player 3 had 6 AP but could only cast one spell, Players 1, 2, and 3 roll for Volley 1 and take the highest of their three rolls. Players 1 and 2 participate in Volley 2 and 3.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Forward!'''&lt;br /&gt;
|Command&lt;br /&gt;
|Gain the Charge command.&lt;br /&gt;
&lt;br /&gt;
* '''''Charge.''''' (1 AP) The target of your command may immediately move up to their speed, but they cannot move closer to you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement'''&lt;br /&gt;
|Command&lt;br /&gt;
|Movement from your Commands no longer provokes reactive actions while the target is under the effects of a battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement II'''&lt;br /&gt;
|Command Improvement&lt;br /&gt;
|''Repeatable.'' Your Command gains +20 ft of range if your command has under 100 ft range. If it has 100 ft or more, it gains +10 ft range.&lt;br /&gt;
|''Warrior, Commander, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement III'''&lt;br /&gt;
|Command Improvement II&lt;br /&gt;
|Targets of your Command ability may also immediately move up to 5 ft.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Command Improvement IV'''&lt;br /&gt;
|Command Improvement III&lt;br /&gt;
|Targets must be able to see or hear you to benefit from Command, instead of only hearing you.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Tactician’s Command'''&lt;br /&gt;
|Command&lt;br /&gt;
|When issuing a command that would result in the target of your Battlefield Tactician being attacked, that attack deals +2 damage. If the target is also under a battle standard, it deals +4 damage.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battle Standard Command'''&lt;br /&gt;
|Tactician’s Command&lt;br /&gt;
|When issuing a command to a target who is being affected by your battle standard, you spend 1 fewer AP (min 1).&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imposing Battle Standard'''&lt;br /&gt;
|Battle Standard Command&lt;br /&gt;
|Targets of your Battlefield Tactician ability are Shaken until the end of their next turn whenever they enter the range of your battle standard.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician II'''&lt;br /&gt;
|Command &lt;br /&gt;
|Your Battlefield Tactician ability no longer fades on the previous target when you use it again.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry'''&lt;br /&gt;
|Battlefield Tactician II, COR 4&lt;br /&gt;
|Gain the War Cry ability.&lt;br /&gt;
&lt;br /&gt;
* '''War Cry (1/Rest).''' Spend 5 AP to give all creatures of your choice who can hear you and are currently under a battle standard +2 AP at the beginning of their next turn.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry II'''&lt;br /&gt;
|War Cry&lt;br /&gt;
|When you use the War Cry ability, choose one creature who can see or hear you who is outside of the range of your battle standard but within 10 ft of an unoccupied square that would be in the range of your battle standard. That creature may move into that square for 0 AP and get the effects of War Cry.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Creatures affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Shaken, and Demoralized conditions, rather than only suppressing them.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry IV'''&lt;br /&gt;
|War Cry III&lt;br /&gt;
|Creatures affected by your War Cry gain Shield HP equal to your AWR. Targets who are Bloodied receive double this amount.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry V'''&lt;br /&gt;
|War Cry IV&lt;br /&gt;
|War Cry becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement'''&lt;br /&gt;
|Battlefield Tactician II&lt;br /&gt;
|Your Battlefield Tactician ability gains +20 ft range when specifying a target.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement II'''&lt;br /&gt;
|Battlefield Tactician Improvement&lt;br /&gt;
|If you run out of uses of Battlefield Tactician, you can spend all of your AP on a turn to regain 1 use of Battlefield Tactician.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement III'''&lt;br /&gt;
|Battlefield Tactician Improvement II&lt;br /&gt;
|You no longer need to see the target for Battlefield Tactician to remain active.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''Battlefield Tactician Improvement IV'''&lt;br /&gt;
|Battlefield Tactician Improvement III&lt;br /&gt;
|Whenever the target of your Battlefield Tactician is the target of an Exploit reactive attack, allies who are within 5 ft of the target may also attack that creature if they have the Reactive AP to do so.&lt;br /&gt;
|''Warrior, Commander'' &lt;br /&gt;
|-&lt;br /&gt;
|'''Great General'''&lt;br /&gt;
|Commander 14&lt;br /&gt;
|You are a tactician of great renown, and tales of your battles spread far and wide. Your stratagems are the points of study for scholars and generals alike.&lt;br /&gt;
&lt;br /&gt;
You gain a small retinue consisting of four [[Knight (NPC)|Knights]]. They take their turn immediately following yours. If they are slain in combat, you can hire a new one into your service upon spending at least a week in a populated area and spending 250 sc.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your knights add your AWR to their max HP and 1⁄2 your AWR to their attack and damage rolls.&lt;br /&gt;
|''Warrior, Commander, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Protection Track ===&lt;br /&gt;
[[File:ProtectionTrack.png|center|frameless|494x494px|Protection Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection Focus'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|While you are wielding a shield, friendly targets gain Focused on any targets that are within 5 ft of you and ranged attacks that would travel through the space you occupy suffer 1 TD against a target other than you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Engage'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Engage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Engage.''' Spend 2 AP to give a creature within 5 ft of you the Engaged condition.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Intercept'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Intercept ability.&lt;br /&gt;
&lt;br /&gt;
* '''Intercept (AWR/Recoup).''' When an enemy is attempting to move into a space that is both 5 ft from an ally and within 15 ft of you, you may spend 2 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection: Shields Up'''&lt;br /&gt;
|Protection Focus&lt;br /&gt;
|Gain the Shields Up ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shields Up.''' When you or a target within 5 ft of you is attacked, you may spend 1-3 Reactive AP to raise your AR, FORT, and REF, and that of all friendly targets within 5 ft of you, by the number of AP spent until the end of the triggering creature’s turn. If a creature benefitting from this is wielding a shield, they gain an additional +1.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Challenge'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|Targets you have Engaged are now considered Taunted by you as well.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battering Ram'''&lt;br /&gt;
|Protection: Intercept&lt;br /&gt;
|When using Intercept, if you travel 10 ft or more, you may make a STR attack against the triggering creature’s FORT. On a hit, if the creature is no more than one Size larger than you, the creature is knocked Prone.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection II: Battlefield Support'''&lt;br /&gt;
|Protection: Any&lt;br /&gt;
|You gain 1 special Battlefield AP that cannot be used to move or attack but can be used for any other action. This may act as Reactive AP. You lose this AP at the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Challenging Shout'''&lt;br /&gt;
|Protection II: Any, Protection: Engage&lt;br /&gt;
|Gain the Challenging Shout ability.&lt;br /&gt;
&lt;br /&gt;
* '''Challenging Shout (1/Catch Breath).''' When you are using your Engage ability, you can also shout a challenge to enemies within 30 ft of you. If they can hear you, they are Taunted by you until the end of their next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Opportunistic Interception'''&lt;br /&gt;
|Protection II: Any, Protection: Intercept&lt;br /&gt;
|Intercept becomes: When an enemy is attempting to move into a space that is both 5 ft from an ally and within 20 ft of you, you may spend 1 Reactive AP to occupy that space instead of the enemy.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection III: Take Heart'''&lt;br /&gt;
|Protection II: Any&lt;br /&gt;
|Gain the Take Heart ability.&lt;br /&gt;
&lt;br /&gt;
* '''Take Heart (AWR/Rest).''' Spend 1 AP to give a target within 30 ft of you that can hear you Shield HP equal to your AWR.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Engage II'''&lt;br /&gt;
|Protection III: Any, Protection: Engage&lt;br /&gt;
|Engage now causes up to two creatures of your choice within 5 ft of you to become Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Intercept II'''&lt;br /&gt;
|Protection III: Any, Protection: Intercept&lt;br /&gt;
|The space an enemy is attempting to enter that would trigger your Intercept ability can be up to 30 ft away from you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection IV: Shields Up II'''&lt;br /&gt;
|Protection III: Any, Protection: Shields Up&lt;br /&gt;
|When you use Shields Up, you now gain Resist Physical +1, +2, or +3 in addition to your defenses, depending on the number of Reactive AP you spend.&lt;br /&gt;
&lt;br /&gt;
Shields up now lasts until the beginning of your next turn and affects any ally while they are within 5 ft of you while it is still active.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Positioning'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|You and allies within 5 ft of you can no longer be Flanked while you have an ally within 5 ft of you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Warrior's Fury'''&lt;br /&gt;
|Protection IV: Any&lt;br /&gt;
|When you become Bloodied, your speed increases by +10 ft until the end of your next turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection V: Battlefield Support II'''&lt;br /&gt;
|Protection IV: Any, Protection II: Battlefield Support&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Defender's Armor'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain DR 5 against targets that you have Engaged.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Warrior's Preparation'''&lt;br /&gt;
|Protection V: Any&lt;br /&gt;
|You gain an accumulating +1 to your mental defenses for every round you take no movement (count from the start of each of your turns). This caps at +10, and this bonus resets when you take any movement, forced or otherwise.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VI: Take Heart II'''&lt;br /&gt;
|Protection V: Any, Protection III: Take Heart&lt;br /&gt;
|Take Heart can now be used reactively when a target that you can see or hear within range is hit by an attack.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Engage III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Engage II, Protection 10&lt;br /&gt;
|Gain the Crowd Control ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crowd Control.''' Spend 2 AP to give all creatures within 5 ft of you the Engaged condition. When Engaging targets in this way, they take no damage from your reactive attack; instead, on a hit, they are Suppressed until the end of their current turn.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Intercept III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Intercept II, Protection: Shields Up, Protection 10&lt;br /&gt;
|When you use Intercept, you may immediately use the Shields Up ability for 0 AP as if you had spent 2 AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VII: Shields Up III'''&lt;br /&gt;
|Protection VI: Any, Protection IV: Shields Up II, Protection 10&lt;br /&gt;
|When your Shields Up ability is active, ranged attacks that would travel through the space you occupy are forced to target you instead.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Defender's Superiority'''&lt;br /&gt;
|Protection VII: Any&lt;br /&gt;
|When making an attack or reactive attack, you may declare that you are using the Defender’s Superiority ability.&lt;br /&gt;
&lt;br /&gt;
* '''Defender’s Superiority (AWR/Rest).''' Add your AWR to the attack roll.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Take Heart III'''&lt;br /&gt;
|Protection VII: Any, Protection VI: Take Heart II&lt;br /&gt;
|All targets who can see and hear you and are within 15 ft now gain the benefits of your Take Heart ability when you use it, in addition to the target who is at 30 ft and needs only hear you.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Protection VIII: Battlefield Support III'''&lt;br /&gt;
|Protection VII: Any, Protection V: Battlefield Support II&lt;br /&gt;
|Gain +1 Battlefield AP.&lt;br /&gt;
|''Warrior, Protection''&lt;br /&gt;
|-&lt;br /&gt;
|'''Legendary Defender'''&lt;br /&gt;
|Protection VIII: Any, Protection 14&lt;br /&gt;
|You are one of the most sought after bodyguards, protectors, and stewards in the realm. Monarchs would trust you with their heir’s lives and their fortune’s defense.&lt;br /&gt;
&lt;br /&gt;
The price to hire you for defense and escort is quadrupled, and those with the means gladly pay it (average 80 sc/day or 30,000 sc/year).&lt;br /&gt;
&lt;br /&gt;
In addition, gain the Last Stand ability.&lt;br /&gt;
&lt;br /&gt;
* '''Last Stand (1/Week).''' When you or an ally you can see within 60 ft would be reduced to 0 HP, you gain the following effects:&lt;br /&gt;
** You gain 12 AP and can take your turn immediately, ending the triggering creature’s turn.&lt;br /&gt;
** The creature reduced to 0 HP regains 1 HP.&lt;br /&gt;
** If the creature who triggered Last Stand is not you, you can move into their current square, and they can move up to their speed 0 for AP.&lt;br /&gt;
** All enemy creatures who witness this are considered Taunted by you, and all allied creatures who witness this are Rallied until the end of their next turn.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Protection, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soldier Track ===&lt;br /&gt;
[[File:SoldierTrack.png|center|frameless|530x530px|Soldier Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Trained Soldier'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|The target of your Battlefield Tactician ability is now considered to be Flanked whenever you and at least one ally are within melee range of the target.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can change your current configuration of arms once on each of your turns without expending AP. (For example, you might sheathe your greatsword in favor of a shortsword and a kite shield.)&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal'''&lt;br /&gt;
|Trained Soldier&lt;br /&gt;
|You may carry three additional weapons, and one additional item with the unwieldy tag. You cannot be disarmed against your will.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal II'''&lt;br /&gt;
|Versatile Arsenal&lt;br /&gt;
|You may use STR as your attack and damage attribute for longbows and standing longbows.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting'''&lt;br /&gt;
|Versatile Arsenal II&lt;br /&gt;
|You gain no penalties attacking Concealed or Unseen creatures within 5 ft of you, assuming you have located them. Battlefield Tactician now lasts its full duration regardless of sight.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting II'''&lt;br /&gt;
|Blind Fighting&lt;br /&gt;
|The target of your Battlefield Tactician ability cannot benefit from Concealed or Unseen while you remain within 15 ft of it and your allies can see or hear you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity'''&lt;br /&gt;
|Blind Fighting II&lt;br /&gt;
|You gain the [[Specialization Talents|Exploitative specialization talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist specialization talent]].&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity II'''&lt;br /&gt;
|Soldier’s Opportunity&lt;br /&gt;
|When making an Exploit attack against the target of your Battlefield Tactician ability, it costs you 1 fewer AP (min 1). If you hit, you may make a secondary STR attack against their FORT. On a hit, they are knocked Prone.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soldier’s Opportunity III'''&lt;br /&gt;
|Soldier’s Opportunity II&lt;br /&gt;
|You may now add 1⁄2 your AWR to your Exploit attack rolls, and the additional compromising actions provoke Exploit attacks from you: casting a spell, standing up from Prone, and stowing or drawing a weapon.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Arsenal III'''&lt;br /&gt;
|Soldier’s Opportunity III&lt;br /&gt;
|You can carry one additional item with the unwieldy tag. A number of allies equal to your AWR who travel with you for a week or more gain the effects of Versatile Arsenal on any day that they Take a Rest in the same building or campsite as you. Additionally, gain the Disciplined Drills ability.&lt;br /&gt;
&lt;br /&gt;
* '''Disciplined Drills (1/Week).''' If you spend 8 hours training, you can reassign any Talent Points spent in the Combat specialization stack, picking new talents from the same stack.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blind Fighting III'''&lt;br /&gt;
|Versatile Arsenal III&lt;br /&gt;
|The range of Blind Fighting increases to 15 ft.&lt;br /&gt;
&lt;br /&gt;
Gain +2 to AWR checks to locate Unseen creatures, increasing to +6 if the creature is within 15 ft of you.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown'''&lt;br /&gt;
|Blind Fighting III&lt;br /&gt;
|The rank and file is beneath you, and you crave a test of your skills as a soldier. Gain the Showdown ability.&lt;br /&gt;
&lt;br /&gt;
* '''Showdown (1/Week).''' Specify a target of your Battlefield Tactician as the Challenged. If they accept this, they focus their attacks on you as if they have been commanded to do so under the effects of Enthralled. You may not intentionally target or attack creatures that are not the Challenged, unless they are directly impeding your ability to attack the Challenged. Additionally, you gain Shield HP equal to your character level, and all of your defenses equal your ANT, unless they would be higher otherwise.&lt;br /&gt;
&lt;br /&gt;
If the Challenged creature declines the challenge, all of that creature’s allies that see this gain the Broken condition for 10 minutes.&lt;br /&gt;
&lt;br /&gt;
The allies of the creature that becomes Bloodied first become Shaken for 1 minute if they can see the Bloodied creature.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown II'''&lt;br /&gt;
|Showdown&lt;br /&gt;
|You crave battle. When your Showdown ability is available to use, you gain +2 STR and -2 AWR.&lt;br /&gt;
&lt;br /&gt;
While it is unavailable, if you won your last Showdown, you gain 1 HP at the beginning of each turn in combat if you are Bloodied, and if you lost your last Showdown, you deal +2 damage.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Showdown III'''&lt;br /&gt;
|Showdown II&lt;br /&gt;
|Double every numerical value of Showdown II.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Arete'''&lt;br /&gt;
|Showdown III&lt;br /&gt;
|Gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR check in combat, roll 2d20 and take the higher.&lt;br /&gt;
|''Warrior, Soldier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Indomitable Champion'''&lt;br /&gt;
|Arete&lt;br /&gt;
|You are a soldier of great renown. Tales of your conquests on the battlefield have been spread far and wide. Kings might compete to earn your allegiance and great merchants would pay small fortunes to acquire your services.&lt;br /&gt;
&lt;br /&gt;
It is nearly impossible for you to be slain in battle. Gain the Indomitable Champion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Indomitable Champion.''' If you reach your Death Point max, but your head and torso remain intact, you may make a choice: to continue fighting or submit to your injuries.&lt;br /&gt;
** If you submit, you become Unconscious instead of dead, and must retire from your adventuring lifestyle upon being healed. You may no longer participate in combat unless attacked, and must make an effort to avoid it. This can be roleplayed as a mix of physical and/or mental wounds, or simply a personal choice. Generally, this means creating a new character and handing over narrative control to your MC. &lt;br /&gt;
** If you continue to fight, you cannot die so long as the battle you are participating in persists. An hour after combat, or 1 minute after you are the last one standing of your allies, you die. This cannot be mitigated by healing, as the wounds you receive pushing past this limit go beyond the scope of healing magic.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' If you reach level 30 without using your Indomitable Champion ability, you gain +2 STR and the final cap for your STR increases from 12 to 14.&lt;br /&gt;
|''Warrior, Soldier, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Curseblade2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Curseblade Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Whether inherited or stumbled upon, the Curseblade is a keeper of darkness, perhaps themselves cursed to shepherd powers beyond them. Beholden to the will of a weapon with a strength all its own, these warriors draw upon and control sentient, cursed weapons, those that threaten to overwhelm them should they stray even an inch from their vigil. Most Curseblades are victims of happenstance, those drawn into their role by chance, while others belong to orders that bind hateful and vicious spirits to wood and metal in an effort to control their powers for the greater good, or for devilish whims of their own.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cursed Blade'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose either the arcane, occult, or primal tag. You infuse any single melee weapon of your choice with a supernatural spirit of this type, creating your Curseblade (that does not necessarily have to be a blade). This weapon counts as magical while you are alive and the spirit still inhabits it. For all curseblade talents, X is an attribute based on the tag that you selected: INT for arcane, AWR for primal, and CHA for occult.&lt;br /&gt;
Additionally, your Curseblade gains one of the following base properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Balanced:''''' Your weapon no longer counts as unwieldy.&lt;br /&gt;
&lt;br /&gt;
* '''''Dualistic:''''' For 2 AP, you may create a copy of your weapon for 1 minute so long as it possesses the light tag. This weapon gains the use of any Curseblade talents that apply to your original Curseblade.&lt;br /&gt;
&lt;br /&gt;
* '''''Featherweight:''''' Your weapon gains the light tag if it did not already possess it. This cannot be added to weapons with the two-handed tag.&lt;br /&gt;
* '''''Halfhand:''''' You treat a weapon with the hand-and-a-half tag as if it is always being wielded in two hands.&lt;br /&gt;
* '''''Overbearing (2/Recoup):''''' When you hit a creature with this weapon you may expend 1 AP to make a secondary attack against their FORT. On a hit, you knock that creature Prone.&lt;br /&gt;
* '''''Overreach:''''' Your weapon’s reach extends by 5 ft.&lt;br /&gt;
* '''''Returning:''''' Your weapon gains Thrown 30 ft. For 1 AP, you may recall your weapon back to your hand if it is within 30 ft of you. If your weapon already possesses a Thrown range this doubles it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade'''&lt;br /&gt;
|Cursed Blade&lt;br /&gt;
|Your Curseblade grants a +1 to attack and damage when you are wielding it.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Spirit Blade ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spirit Blade (2/Rest).''' Choose any defense other than AR. For 2 AP, you may activate Spirit Blade for 1 minute. Your Curseblade attacks target that defense for the duration.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force'''&lt;br /&gt;
|Imbued Blade&lt;br /&gt;
|You gain the Imbued Force ability.&lt;br /&gt;
&lt;br /&gt;
* '''Imbued Force (2/Rest) .''' For 2 AP, you may activate Imbued Force, dealing +1d4 damage with your attacks from your Curseblade for 1 minute.  Based on your spirit’s tag, choose one damage type; your extra damage from this ability is of that type.&lt;br /&gt;
** Arcane: cold or fire&lt;br /&gt;
** Occult: necrotic or toxic&lt;br /&gt;
** Primal: corrosive or lightning&lt;br /&gt;
&lt;br /&gt;
You may only have one instance of Imbued Force active at a time.&lt;br /&gt;
&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade II'''&lt;br /&gt;
|Spirit Blade or Imbued Force&lt;br /&gt;
|Choose an additional base property from the Cursed Blade talent to apply to your Curseblade. Your crit range increases by +1 against creatures that share the same tag as your Curseblade’s spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade II'''&lt;br /&gt;
|Imbued Blade II, Spirit Blade&lt;br /&gt;
|You regain +1 use of Spirit Blade whenever you Recoup. While Spirit Blade is active, any attacks you make against creatures that share your spirit’s tag deal +1d4 damage of your weapon’s damage type.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force II'''&lt;br /&gt;
|Imbued Blade II, Imbued Force&lt;br /&gt;
|You regain +1 use of Imbued Force whenever you Recoup. The added damage from Imbued Force becomes +1d6 and you may now choose between either damage type associated with your spirit’s tag when activating Imbued Force.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing'''&lt;br /&gt;
|Imbued Blade II&lt;br /&gt;
|You may, over the course of an hour, change your Curseblade into a different melee weapon. At the end of this process you may reassign both of your Curseblade’s base properties.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade III'''&lt;br /&gt;
|Spirit Blade II or Imbued Force II, Curseblade 7&lt;br /&gt;
|Imbued Blade becomes +2.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Blade III'''&lt;br /&gt;
|Imbued Blade III, Spirit blade II&lt;br /&gt;
|Spirit Blade’s recharge becomes 1⁄2 X/Rest. You gain +1 TA with attacks you make against creatures per tag they share with your spirit.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Force III'''&lt;br /&gt;
|Imbued Blade III, Imbued Force II&lt;br /&gt;
|Imbued Force’s recharge becomes 1⁄2 X/Rest. The added damage from Imbued Force becomes +1d8. You may have no more than two instances of Imbued Force active at a time.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Morphing II'''&lt;br /&gt;
|Imbued Blade III, Morphing&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may now morph your weapon into any melee weapon for 4 AP. This occurs instantaneously, and you may reassign both of your Curseblade’s properties.&lt;br /&gt;
&lt;br /&gt;
Every time you take this talent, you gain +2 uses per Rest.&lt;br /&gt;
|''Warrior, Curseblade, Repeatable, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade IV'''&lt;br /&gt;
|Spirit Blade III or Imbued Force III&lt;br /&gt;
|Your Curseblade gains one of the following abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Explosive Burst (2/Rest):''''' You expel a blast of power for 4 AP. Make an attack with your Curseblade against the FORT of every creature of your choice in a 15 ft cone in front of you. On a hit, the creature takes your weapon’s normal damage and is either knocked back 5 ft or knocked Prone (choose upon using this ability). &lt;br /&gt;
* '''''Scything Blow (2/Rest):''''' For 4 AP you may make an attack with your Curseblade against the REF of a creature you can see within 30 ft of you. This attack also targets every creature of your choice between you and your target. On a hit, the creature takes additional damage that is +1⁄2 X. At the end of this attack you teleport to the original target of the attack.&lt;br /&gt;
* '''''Whirling Dervish (2/Rest):''''' You create a vortex of swirling energy for 4 AP. Make a magic attack against the REF of every creature of your choice in a 10 ft radius around you. Use X if you do not have a magic attribute. On a hit, the creature takes additional damage that is +1⁄2 X. &lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Property'''&lt;br /&gt;
|Imbued Blade IV&lt;br /&gt;
|Your Curseblade gains one of the following advanced properties:&lt;br /&gt;
&lt;br /&gt;
* '''''Draining (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of HP from it equal to 1⁄2 X, regaining that much HP yourself. If you are Bloodied, you regain twice as many hit points. &lt;br /&gt;
* '''''Impossible Design:''''' This weapon loses the two-handed tag and gains the one-handed tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Quick:''''' Reduce the APC of the weapon and its min APC by 1 (min 1).&lt;br /&gt;
&lt;br /&gt;
* '''''Searing (1/Recoup):''''' You gain a +2 bonus to damage rolls with your Curseblade for 1 minute.&lt;br /&gt;
* '''''Siphoning (1/Recoup):''''' When you hit a creature with this weapon you may spend 1 AP to drain a number of SP from it equal to 1⁄2 X, regaining that much SP yourself. If a creature does not have SP, this ability does not function.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Imbued Blade V'''&lt;br /&gt;
|Curseblade 12&lt;br /&gt;
|You regain +1 use of the ability you chose from Imbued Blade IV whenever you Recoup.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit'''&lt;br /&gt;
|Curseblade&lt;br /&gt;
|You gain the magic entry talent for the magic source that corresponds to your spirit’s tag if you do not already have it. If you already have it, gain +5 SP and +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. Whenever you gain a talent from this track with the cursemagic tag, including this one, you gain +1 Arcane, Primal, or Occult Power, depending on your spirit’s tag. This works retroactively if you have already taken talents with the cursemagic tag.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit II'''&lt;br /&gt;
|Awakened Spirit&lt;br /&gt;
|Choose a creature tag: celestial, eldritch, elemental, fae, or fiend. Your spirit gains that tag. You gain an additional feature depending on your choice:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Resist Divine +3.&lt;br /&gt;
* '''''Eldritch:''''' Resist Arcane +3.&lt;br /&gt;
* '''''Elemental:''''' Choose either cold, corrosive, fire, or lightning damage. Gain Absorb +5 of that type of damage&lt;br /&gt;
* '''''Fae:''''' You gain Resist Charmed +5.&lt;br /&gt;
* '''''Fiend:''''' Resist Occult +3.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Gain the Dualistic Mind ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dualistic Mind (2/Recoup).''' You can call upon your spirit to bolster your defenses. When an attack against your LOG (arcane spirit), ANT (primal spirit), or WILL (occult spirit) hits you, you may spend 1 Reactive AP to call on your spirit to aid you. Roll 1d4 and add it to your defense against the attack. If the attack misses, your Curseblade steals the energy of the attack, granting you +1 TA to your next attack. &lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind II'''&lt;br /&gt;
|Dualistic Mind&lt;br /&gt;
|Your spirit’s being begins to influence your own. You gain a +2 bonus to any attribute checks you make while interacting with a creature that shares the same tags as your spirit.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Mind III'''&lt;br /&gt;
|Dualistic Mind II&lt;br /&gt;
|Choose one defense out of AR, REF, or FORT. You may now use the 1d4 from Dualistic Mind for that defense as well.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul'''&lt;br /&gt;
|Dualistic Mind III, Awakened Spirit III&lt;br /&gt;
|The very essence of your spirit’s soul begins to seep into yours. You you gain a feature associated with your spirit’s tag:&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When making AWR/Intuiting checks, roll 2d20 and keep the higher. You learn any one divine ritual you possess the prerequisite for. Treat either your Arcane, Primal, or Occult Power as Divine Power to qualify for this ritual.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' You can identify any arcane spell or effect without a roll and may learn any one arcane spell with an SPC equal to, or less than, your level. You may use this spell even if you are normally incapable of casting arcane magic, and may use your Essence to cast this spell, as described in Awakened Spirit III.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You can identify any primal spell or effect without a roll and may learn any one primal invocation you possess the prerequisite for. If you do not have Primal Power, treat either your Arcane or Occult Power as Primal to determine your Primal Tier to qualify for this invocation.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' A creature has a hard time telling if you are lying. When you make a CHA/Deceiving check, roll 2d20 and take the higher. You gain Immune Engaged.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' You can identify any occult spell or effect without a roll and may learn any one occult ritual you possess the prerequisite for. If you do not have Occult Power, treat either your Arcane or Primal Power as Occult to qualify for this ritual.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dualistic Soul II'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|Your attunement to your spirit extends to its supernatural awareness. You cannot be Partially Surprised, and if you would be Completely Surprised, treat it as Partially Surprised instead.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ritual Embodiment'''&lt;br /&gt;
|Dualistic Soul&lt;br /&gt;
|You no longer need to sleep, thanks to the mystic bond you share with your Curseblade.&lt;br /&gt;
You have gained a unique understanding of your spirit and may now spend 8 hours conducting a ritual to transfer it to a new home. This new vessel can be any one-handed, hand-and-a-half, or two-handed weapon. It can be a magicalweapon as well, with an Essence cost no greater than your level + X. You may conduct this ritual while Taking a Rest.&lt;br /&gt;
|''Warrior, Curseblade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit III'''&lt;br /&gt;
|Awakened Spirit II&lt;br /&gt;
|Learn 3 spells from the magic source for which you possess the entry talent for. Additionally, choose any 2 spells you know (including those learned from this talent). When you cast these spells, you may choose to deal damage to yourself equal to that spell’s SPC as your Curseblade uses your Essence to fuel its power, reducing its SPC to 0 for that casting. These spells cannot have an SPC greater than twice your level.&lt;br /&gt;
If this damage reduces you to 0 HP, you gain +2 Death Points.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit IV'''&lt;br /&gt;
|Awakened Spirit III&lt;br /&gt;
|Gain a new ability depending on your spirit’s tag.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' Gain +2 Skill Points that you can spend on any skill with the influence or knowledge tag. Whenever you deal damage with your Curseblade, or any of your Curseblade abilities, you may spend 2 AP to make the damage radiant. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Gain +2 Skills Points that you can spend on any skill with the crafting or knowledge tag. Whenever you deal damage with a spell you may spend 2 AP to ignore any Resist a creature may have against that spell. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' Gain +2 Skills Points that you can spend on any skill with the stamina or survival tag. You ignore other creatures’ Resist from the damage type you picked from Awakened Spirit II..&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' Gain +2 Skills Points that you can spend on any skill with the luck or performance tag. When you hit a creature with your Curseblade, you may spend 2 AP to make a magic attack against that creature’s WILL. Use X if you do not have a magic attribute. On a hit, that creature is Charmed by you for 1 minute or until they take any damage. (2/Rest)&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' Gain +2 Skills Points that you can spend on any skill with the influence or stamina tag. When you hit a creature with your Curseblade you may spend 1 AP to make a magic attack against that creature’s FORT. Use X if you do not have a magic attribute. On a hit, you knock that creature Prone and push it 5 ft.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Awakened Spirit V'''&lt;br /&gt;
|Awakened Spirit IV, Curseblade 12&lt;br /&gt;
|Choose 2 spells you know. These spells can now be cast with your Essence, as described in Awakened Spirit III.&lt;br /&gt;
|''Warrior, Curseblade, Cursemagic''&lt;br /&gt;
|-&lt;br /&gt;
|'''Spirit Keeper'''&lt;br /&gt;
|Awakened Spirit II, Imbued Blade V, Curseblade 14&lt;br /&gt;
|You strike an amicable relationship with the spirit held within your Curseblade (or entirely bend it to your will), merging your wills into one. You gain unique abilities as a result of that combination.&lt;br /&gt;
&lt;br /&gt;
* '''''Celestial:''''' When you hit a creature with your Curseblade, the divine wounds turn to holy vitae, splashing any creature within 5 ft with holy water. This version of holy water deals 1d10 radiant damage to any creature you designate as an enemy, and grants 1d4 Shield HP to any creature you designate as an ally. This occurs and lasts for the duration of your Spirit Blade or Imbued Force abilities.&lt;br /&gt;
&lt;br /&gt;
* '''''Eldritch:''''' Your Awakened Spirit IV feature becomes 1 AP cost and 2/Recoup recharge.&lt;br /&gt;
&lt;br /&gt;
* '''''Elemental:''''' You may choose a second damage type from your Awaken Spirit II talent. This grants you the Absorb from the same talent, and you may add that damage type to the damage done from attacks and spells. If that creature does not have Resist to both, it is treated as if it had Resist to neither.&lt;br /&gt;
&lt;br /&gt;
* '''''Fae:''''' You may reach out to every weapon or natural weapon within a 10 ft radius from you for 4 AP. Make a magic attack against its wielder’s ANT. Use X if you do not have a magic attribute. On a hit, that weapon animates and damages its wielder, using their own damage calculation. You may use this ability 1⁄2 X/Rest.&lt;br /&gt;
&lt;br /&gt;
* '''''Fiend:''''' When you knock a creature Prone or push a creature at least 5 ft, they take additional blunt damage equal to your END.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Curseblade gains 1 additional advanced property (from the Advanced Property talent) and 1 base property (from the Cursed Blade talent).&lt;br /&gt;
|}&lt;br /&gt;
[[File:Descendant2.png|thumb|431x431px]]&lt;br /&gt;
&lt;br /&gt;
=== Descendant Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Guided by legacy, Descendants are trained from childhood to combat ancient enemies and uphold creeds of legacy, honed by techniques passed down from their militant ancestors. Some Descendants are fueled by vengeance for families lost, others dedicate themselves to hunting down every vestige of their sworn foes, and some few find themselves locked into battles not of their choosing.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Weapon'''&lt;br /&gt;
|Warrior Entry&lt;br /&gt;
|Choose any single whip. You are given that weapon, you find it, or it is a weapon you already possess; this is an Ancestral Weapon that your forebears used to wield. Gain the Family Heirloom talent, ignoring its prerequisites, and apply it to the whip that you just gained.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior'''&lt;br /&gt;
|Ancestral Weapon&lt;br /&gt;
|You are particularly adept with whips. Making a secondary attack with a whip to Trip a creature now only costs you 1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Intimidating Presence'''&lt;br /&gt;
|Whip Warrior&lt;br /&gt;
|Gain +2 to Menacing and Intimidating.&lt;br /&gt;
You may have two targets of your Battlefield Tactician ability at a time. If you would target a third creature, choose which previous creature is no longer subject to this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Know Your Enemy'''&lt;br /&gt;
|Intimidating Presence&lt;br /&gt;
|Choose two creature tags besides humanoid. You gain +2 to your REF, ANT, and WILL against attacks made by creatures with one or both of those tags.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Name Recognition'''&lt;br /&gt;
|Know Your Enemy&lt;br /&gt;
|Your ancestral surname carries great weight. When you are in a settlement where someone sharing your surname has had Goodwill in the past 100 years, you have +2 on Gossiping, Leadership, and Persuading checks. When you are in a settlement where someone sharing your surname has had negative Goodwill in the past 100 years, you have +2 on Intuiting, Intimidating, and Menacing checks.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior II'''&lt;br /&gt;
|Name Recognition&lt;br /&gt;
|Gain the Whiplash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whiplash (1/Turn).''' You may strike out at all creatures in a straight line within double the normal reach of your whip. Make a single whip attack against the AR of each creature in the line. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Family Foe'''&lt;br /&gt;
|Whip Warrior II&lt;br /&gt;
|Deal +2 damage against creatures that have one or both of the tags you chose in Know Your Enemy.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike'''&lt;br /&gt;
|Family Foe&lt;br /&gt;
|Choose two conditions from the following list and gain the Stinging Strike ability. &lt;br /&gt;
&lt;br /&gt;
* '''Stinging Strike (1/Recoup).''' When you hit a creature with your Ancestral Weapon, you may impose either condition on the creature for a duration as listed after the condition. &lt;br /&gt;
&lt;br /&gt;
* Bleeding 1d4 (30 seconds)&lt;br /&gt;
* Dazed (end of your next turn)&lt;br /&gt;
* Deafened (30 seconds)&lt;br /&gt;
* Demoralized (30 seconds)&lt;br /&gt;
* Grappled (until it breaks the Grapple)&lt;br /&gt;
* Grounded (end of your next turn)&lt;br /&gt;
* Shaken (30 seconds)&lt;br /&gt;
* Slowed (30 seconds)&lt;br /&gt;
* Taunted (30 seconds)&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Technique'''&lt;br /&gt;
|Stinging Strike&lt;br /&gt;
|Choose one class: Berzerker, Pugilist, Ranger, Rogue, or Zealot. Gain the entry talent for the class you chose.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unending Rivalry'''&lt;br /&gt;
|Ancestral Technique&lt;br /&gt;
|Choose a specific kind of creature that has one or both of the tags you chose from Know Your Enemy. For example, if “undead” is one of the tags you chose, a specific kind of creature could be “skeletons” or “ghosts.” This refers to creatures that could justifiably be considered that type of creature and your MC will adjudicate each case.&lt;br /&gt;
Gain +2 to your defenses against attacks made by such creatures, and deal +2 damage against them. Furthermore, your crit range increases by +1 against such creatures.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whip Warrior III'''&lt;br /&gt;
|Unending Rivalry&lt;br /&gt;
|Gain the Whirling Lash ability.&lt;br /&gt;
&lt;br /&gt;
* '''Whirling Lash (1/Turn).''' You may strike out at all creatures within a radius equal to your whip’s reach. Make a single whip attack against the AR of each creature in the radius. You deal the whip’s normal damage to each creature you hit.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mortal Enemy'''&lt;br /&gt;
|Whip Warrior III&lt;br /&gt;
|When a hostile creature survives combat against you, you may declare it your Mortal Enemy. Regardless of its tags, you may use your Know Your Enemy, Family Foe, and Unending Rivalry abilities against this creature the next time you meet it in combat, unless you have chosen a new Mortal Enemy.&lt;br /&gt;
You may have one Mortal Enemy at a time.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Whiplash Improvement'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|You can spend +1 AP to apply your whip’s Trip effect to each creature that you hit with Whiplash.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Uncaged'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|Gain +4 Skill Points that you can spend on any skills with the athletics, observation, or survival tag.&lt;br /&gt;
When you crit, gain +1 AP.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Superior Technique'''&lt;br /&gt;
|Mortal Enemy&lt;br /&gt;
|When you hit a single creature with your whip attack, you may spend +2 AP to make a secondary attack against a target’s ANT. On a hit, you force them to drop one weapon or item they are holding, which lands at their feet.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stinging Strike II'''&lt;br /&gt;
|Descendant 13&lt;br /&gt;
|When you finish Taking a Rest, you may reselect which conditions you may apply with Stinging Strike.&lt;br /&gt;
You may choose three conditions to pick from, instead of two, but still may only apply one condition when you use this ability.&lt;br /&gt;
|''Warrior, Descendant''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vengeful Heir'''&lt;br /&gt;
|Stinging Strike II&lt;br /&gt;
|Choose a third creature tag for your Know Your Enemy ability.&lt;br /&gt;
Gain another talent from the class you chose as your Ancestral Technique.&lt;br /&gt;
&lt;br /&gt;
You may have a number of Mortal Enemies equal to 1⁄2 your CHA.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Rest)''' When you use Stinging Strike against a Mortal Enemy, you may apply all of your selected conditions to it.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Immediately gain 2 more talents from the class you chose as your Ancestral Technique.&lt;br /&gt;
|''Warrior, Descendant, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Polar_Bear&amp;diff=14143</id>
		<title>Polar Bear</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Polar_Bear&amp;diff=14143"/>
		<updated>2026-03-14T17:15:56Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creature List|[Back to creatures]]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
Most [[bears]] are content to leave passersby alone, but if provoked they are a brutal force of nature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Polar Bear ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 5''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Large. Beast''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 7&lt;br /&gt;
!Will: 8&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Armor]] Rating''' 12 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Cold&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 28&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Low-Light Vision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 35 ft, Swim 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (END) Distance Running +3; (AWR) Tracking +3, Perceiving +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Keen Nose.''' The Polar Bear has +4 to Perceiving checks relying on smell, and can smell food up to 20 miles away.&lt;br /&gt;
'''Thick Coat.''' The Polar Bear is immune to the effects of extreme cold.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |[[Actions]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== ''The Polar Bear can take '''TWO''' of the following actions, or take the same action '''twice.''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Polar Bear can move up to its speed.&lt;br /&gt;
'''Claw.''' ''Reach 5 ft, Natural Weapon.'' +3 vs AR. '''Hit''': 6 (1d6+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Bite.''' ''Reach 5 ft, Natural Weapon.'' +3 vs AR of a Prone creature. '''Hit:''' 8 (1d10+3) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Bristle.''' The Polar Bear prepares its Bristle.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Bristle (1/Round).''' When a creature moves into melee distance of the Polar Bear, the Polar Bear can make a Claw attack.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Skills&amp;diff=14137</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Skills&amp;diff=14137"/>
		<updated>2026-03-12T15:15:19Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
When you attempt something that comes with a chance of failure or a negative outcome, your MC might ask you to make an attribute check.&lt;br /&gt;
&lt;br /&gt;
== Attribute Checks ==&lt;br /&gt;
Like attacks, attribute checks involve rolling 1d20 and adding your attribute to the roll. MCs will only ever ask for one of seven attribute checks: STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask for COR attribute checks, given that COR functions differently from the other 7 attributes.&lt;br /&gt;
&lt;br /&gt;
'''Strength (STR) Checks''' can determine whether you succeed at kicking down a door, climbing a wall, or some other feat of strength.&lt;br /&gt;
&lt;br /&gt;
'''Dexterity (DEX) Checks''' might be needed if you run along a precipice or try to nimbly sneak past a guard.&lt;br /&gt;
&lt;br /&gt;
'''Endurance (END) Checks''' represent your ability to withstand extreme weather and march or run for long stretches of time without giving in.&lt;br /&gt;
&lt;br /&gt;
'''Awareness (AWR) Checks''' determine how attuned you are to sensory input. It might help you spot traps or hidden motives.&lt;br /&gt;
&lt;br /&gt;
'''Intellect (INT) Checks''' can show how much you recall or can deduce about learned information, as well as your capacity to quickly encode new data.&lt;br /&gt;
&lt;br /&gt;
'''Charisma (CHA) Checks''' represent your ability to talk your way through social situations by charming or deceiving, and to lead or convince the people around you.&lt;br /&gt;
&lt;br /&gt;
'''Luck (LUCK) Checks''' can represent the twists and turns of fate. If you are looking through a cupboard in an abandoned farmstead for some food, a LUCK check might determine whether you find any.&lt;br /&gt;
&lt;br /&gt;
== Player Skills ==&lt;br /&gt;
Whenever a rule or ability warrants using a specific skill, the rule will signify this mentioning the skill immediately following the attribute, such as CHA/Persuading. A creature without the Persuading skill can still attempt such a check, simply rolling CHA.&lt;br /&gt;
&lt;br /&gt;
While the MC will only ever ask for one of the attribute checks described above, players have the chance to use skills, which give them a greater chance of success under specific circumstances.&lt;br /&gt;
&lt;br /&gt;
You will have a variety of Skill Points granted by your background and your profession. Your lineage and talents will occasionally give you Skill Points as well. You assign these Skill Points to specific skills, such as Balancing, Deceiving, or Distance Running.&lt;br /&gt;
&lt;br /&gt;
When your MC asks you for an attribute check and one of your skills associated with that attribute is situationally relevant, you may add that skill bonus in addition to your attribute.&lt;br /&gt;
&lt;br /&gt;
'''You may never have more than 20 points in a single skill.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!'''For example''' if Hanniah Sharptooth and Marcus Luxxor are adventuring together and both need to dash after a carriage to catch it before it leaves town, they would need to make STR checks to sprint after it. Assuming they are both level 1, Hanniah and Marcus both have 2 STR. However, Hanniah has +1 in the Sprinting skill. This means that Marcus rolls 1d20+2 (adding his STR), while Hanniah rolls 1d20+3 (adding her STR and her Sprinting skill).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Circumstantial Bonuses ====&lt;br /&gt;
If you perform well on one skill that impacts another skill, then your MC might grant you a circumstantial bonus on the second skill check. This might be as low as a +1 or as high as a +5, depending upon what the MC feels is appropriate to the situation.&lt;br /&gt;
&lt;br /&gt;
==== Skill Crits ====&lt;br /&gt;
When you make an attribute check, if you critically fail, then the worst possible outcome of the scene befalls you. This might range in severity from being publicly embarrassed by a rival socialite to missing a foothold on a sheer cliff and plummeting to your death. If you crit on an attribute check, then you achieve the best outcome that it was feasible for you to achieve. A crit does not defy reality. If you crit on a STR check with the Athletics skill, for example, then you still cannot lift an entire castle, but you might lift more than you have ever managed before.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' No matter how many abilities you have that let you increase your crit range, your crit range can never be larger than 16-20.&lt;br /&gt;
&lt;br /&gt;
== Complete list of skills ==&lt;br /&gt;
Skills are related to a specific attribute and cannot be used with mismatching attributes. Skills are also organized by tags; if you gain an ability that lets you gain a skill with a specific tag, check the Skills by Tag table to see your options. Skills are described in more detail after these tables, although these descriptions are not comprehensive and your MC may allow other applications of these skills if you come up with creative ideas.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Skills followed by an asterisk are tool-dependent, meaning that you cannot utilize them to their fullest extent without the relevant type of tools.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY ATTRIBUTE&lt;br /&gt;
|-&lt;br /&gt;
|STR &lt;br /&gt;
|Applied Force, Athletics, Menacing, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|DEX &lt;br /&gt;
|Balancing, Contorting, Dancing, Sneaking, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|END &lt;br /&gt;
|Distance Running, Forced March&lt;br /&gt;
|-&lt;br /&gt;
|AWR &lt;br /&gt;
|Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking&lt;br /&gt;
|-&lt;br /&gt;
|INT &lt;br /&gt;
|Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Sleight of Hand, Smithing*, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water]&lt;br /&gt;
|-&lt;br /&gt;
|CHA&lt;br /&gt;
|Deceiving, Empathy, Entertaining, Gossiping, Instrument* [choose one], Intimidating, Leadership, Persuading, Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|LUCK &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics &lt;br /&gt;
|Balancing, Contorting, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|Athleticism &lt;br /&gt;
|Applied Force, Athletics, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|Crafting &lt;br /&gt;
|Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
|-&lt;br /&gt;
|Influence &lt;br /&gt;
|Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge &lt;br /&gt;
|Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one], Vehicles* [land], Vehicles* [water]&lt;br /&gt;
|-&lt;br /&gt;
|Luck &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|-&lt;br /&gt;
|Observation &lt;br /&gt;
|Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
|-&lt;br /&gt;
|Performance &lt;br /&gt;
|Dancing, Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|Stamina &lt;br /&gt;
|Distance Running, Forced March, Menacing&lt;br /&gt;
|-&lt;br /&gt;
|Subterfuge &lt;br /&gt;
|Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|Survival &lt;br /&gt;
|Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Alchemy*:''' ''INT, Crafting;'' You may use this skill when trying to recall intellectual information about the practice of alchemy, and doing so does not require any tools. &amp;lt;blockquote&amp;gt;'''Brewing Potions'''&lt;br /&gt;
&lt;br /&gt;
If you have the appropriate tools, you can attempt to brew potions. &lt;br /&gt;
&lt;br /&gt;
Potion creation takes 2 hours of uninterrupted work, which can be done when you are Taking a Rest. Healing potion creation DCs are cumulative.&lt;br /&gt;
&lt;br /&gt;
For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure.&lt;br /&gt;
&lt;br /&gt;
All healing potions share a common ingredient derived from the Embercap Mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both. &lt;br /&gt;
&lt;br /&gt;
If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost. Healing potions are considered magical, and appear as primal alchemy magic to any magical abilities that can detect an item’s Source or function.&lt;br /&gt;
&lt;br /&gt;
Unconscious or Helpless creatures cannot be administered potions.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Healing Potion Table&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&lt;br /&gt;
!Material Cost&lt;br /&gt;
!Creation DC&lt;br /&gt;
!Effect&lt;br /&gt;
!Expiration&lt;br /&gt;
|-&lt;br /&gt;
|'''Herbal Potion'''&lt;br /&gt;
|25 sc&lt;br /&gt;
|15 sc&lt;br /&gt;
|Medicine 10&lt;br /&gt;
|The imbiber gains HP equal to 1 + the potion creator's Medicine skill. (1/Rest) &lt;br /&gt;
|12 hours&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Vial'''&lt;br /&gt;
|50 sc&lt;br /&gt;
|40 sc&lt;br /&gt;
|Alchemy 15&lt;br /&gt;
| +1d4 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Potion'''&lt;br /&gt;
|250 sc&lt;br /&gt;
|200 sc&lt;br /&gt;
|Alchemy 20&lt;br /&gt;
| +2d4+2 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Elixir'''&lt;br /&gt;
|500 sc&lt;br /&gt;
|400 sc&lt;br /&gt;
|Alchemy 25&lt;br /&gt;
| +4d4+4 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Healing Elixir''' &lt;br /&gt;
|1500 sc&lt;br /&gt;
|1250 sc&lt;br /&gt;
|Alchemy 30&lt;br /&gt;
| +8d4+8 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Healing Elixir'''&lt;br /&gt;
|3000 sc&lt;br /&gt;
|2500 sc&lt;br /&gt;
|Alchemy 45&lt;br /&gt;
|Heals its imbiber completely, but the imbiber becomes intoxicated, gaining the Shaken condition until they Take a Rest. &lt;br /&gt;
|1 week&lt;br /&gt;
|}&lt;br /&gt;
'''Animal Handling:''' ''AWR, Survival;'' You might use this skill when riding a mount or when trying to train an animal that views you as a friendly creature.&lt;br /&gt;
&lt;br /&gt;
'''Applied Force:''' ''STR, Athleticism;'' You can use this skill to break down doors, use a crowbar to leverage heavy weights, and similar applications of pure strength with or without a mechanism to assist you.&lt;br /&gt;
&lt;br /&gt;
'''Appraising:''' ''INT, Observation;'' This skill can help you determine how valuable something is or whether the materials are genuine. If you also have a Crafting skill, your MC might let you use that skill when appraising a particular craft, or even let you make an INT/ Appraising check and a skill check using that Crafting skill, taking the higher.&lt;br /&gt;
&lt;br /&gt;
'''Arcana:''' ''INT, Knowledge;'' You can use this skill when trying to recall information related to planar entities or factual information about any of the five Sources of Magic. You can also use this skill to manipulate magical devices.&lt;br /&gt;
&lt;br /&gt;
'''Art:''' ''INT, Knowledge;'' This skill can help you determine factual information about art, such as the materials used or the message that the artist was trying to convey. Your MC might also let you add 1⁄2 your Art skill when trying to produce art, although if you have any points in a Crafting skill, you are more likely to just use that skill.&lt;br /&gt;
&lt;br /&gt;
'''Astrology:''' ''INT, Knowledge;'' You can use this skill when recalling information about astrological symbols and their significance. Your MC might rule that you can make an INT/Astrology check to give you a circumstantial bonus on a CHA/Empathy check or an AWR/Intuiting check when interacting with someone, as your understanding of their astrological signs might lend you insight into their character or unconscious motives.&lt;br /&gt;
&lt;br /&gt;
'''Astronomy:''' ''INT, Knowledge;'' You might use this skill whenever you want to recall or infer information related to space and the orbit of planets, satellites, and the like. Your MC might let you add 1⁄2 your Astronomy when trying to navigate, although if you have the Navigating skill you are likely to use that instead.&lt;br /&gt;
&lt;br /&gt;
'''Athletics:''' ''STR, Athleticism;'' This skill represents your general athletic capacity. When climbing or swimming, and at your MC’s discretion when jumping, you might use this skill. If you have a climb speed or a swim speed, this skill will not come up as often.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' ''DEX, Acrobatics;'' You might use this skill when traversing tricky and narrow terrain, such as the lip of a cliff or the pinnacle of a rooftop.&lt;br /&gt;
&lt;br /&gt;
'''Biology:''' ''INT, Knowledge;'' This skill will help you to recall or research any information related to biological studies. Your MC may allow you to make an INT/Biology check to gain a circumstantial bonus when making an INT/Nature check or an AWR/Animal Handling check.&lt;br /&gt;
&lt;br /&gt;
'''Brewing*:''' ''INT, Crafting;'' If you have the appropriate tools, you can attempt to brew craft beers, wines, or spirits. Your MC might also allow you to attempt to make potions, using 1⁄2 of your Brewing skill in place of Alchemy. You may use this skill when trying to recall or discern intellectual information about the practice of brewing, and doing so does not require any tools.&lt;br /&gt;
&lt;br /&gt;
'''Calligraphy*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful calligraphic works.&lt;br /&gt;
&lt;br /&gt;
'''Carpentry*:''' ''INT, Crafting.'' When equipped with the relevant tools, you can use this skill to build or repair houses and other structures made primarily of wood.&lt;br /&gt;
&lt;br /&gt;
'''Cartography*:''' ''INT, Crafting;'' When equipped with the relevant tools, you can use this skill to accurately map out regions or cities.&lt;br /&gt;
&lt;br /&gt;
'''Chemistry:''' ''INT, Knowledge;'' You can use this skill to recall or research any information related to chemistry and chemical studies.&lt;br /&gt;
&lt;br /&gt;
'''Cobbling*:''' ''INT, Crafting;'' If you have the appropriate time and tools, you can use this skill to repair shoes or make new ones.&lt;br /&gt;
&lt;br /&gt;
'''Contorting:''' ''DEX, Acrobatics;'' This skill allows you to contort your body and squeeze through spaces that would otherwise be too tight for a creature of your size. Especially tight contortions will be more difficult during combat.&lt;br /&gt;
&lt;br /&gt;
'''Cooking*:''' ''INT, Crafting;'' Given the appropriate time and tools, you can use this skill to cook delicious food. You can also make checks to determine the quality or sourcing of food and similar cooking-related topics, regardless of whether you have tools.&lt;br /&gt;
&lt;br /&gt;
'''Dancing:''' ''DEX, Performance;'' You can use this skill to put on entertaining dance performances.&lt;br /&gt;
&lt;br /&gt;
'''Deceiving:''' ''CHA, Influence;'' You might use this skill when trying to mislead someone, tell half-truths, or outright lie in a convincing way.&lt;br /&gt;
&lt;br /&gt;
'''Disguising*:''' ''INT, Subterfuge;'' Provided that you have the relevant tools, such as makeup, a costume, hair dye, a wig, or similar cosmetics, you can use this skill to disguise yourself. Disguises made under duress will be more difficult than disguises made in leisure.&lt;br /&gt;
&lt;br /&gt;
'''Distance Running:''' ''END, Stamina;'' This skill can help you keep up a steady running pace over a prolonged amount of time, allowing you to cover vast distances.&lt;br /&gt;
&lt;br /&gt;
'''Dungeoneering:''' ''INT, Survival;'' When exploring a dungeon or subterranean area, you might use this skill to recall information about the area, to make logical inferences, or to know how best to use your gear.&lt;br /&gt;
&lt;br /&gt;
'''Eavesdropping:''' ''AWR, Observation;'' You can use this skill when you want to overhear key information that other people are discussing without yourself being part of the conversation. After you succeed on an AWR/Eavesdropping check, your MC might award you a bonus to a check with the influence tag, given your better understanding of the social situation.&lt;br /&gt;
&lt;br /&gt;
'''Economics:''' ''INT, Knowledge;'' This skill can help you recall or deduce information about the economy in a settled area and to better understand economic theory.&lt;br /&gt;
&lt;br /&gt;
'''Empathy:''' ''CHA, Influence;'' You can use this skill to make other people feel seen and understood, as well as helping you understand what people are feeling.&lt;br /&gt;
&lt;br /&gt;
'''Engineering:''' ''INT, Knowledge;'' This skill allows you to improve your knowledge in various types of engineering (architectural, mechanical, etc).&lt;br /&gt;
&lt;br /&gt;
'''Entertaining:''' ''CHA, Performance;'' You can use this skill when you want to captivate a crowd by making a public performance of any kind.&lt;br /&gt;
&lt;br /&gt;
'''Evading:''' ''INT, Subterfuge;'' You can use this skill to practice the art of hiding in plain sight. By knowing what people look for, you can avoid detection by changing your gait, sticking to crowded areas, or otherwise throwing off those that look for you.&lt;br /&gt;
&lt;br /&gt;
'''Foraging:''' ''AWR, Survival;'' You might use this skill when looking for food in the wilderness or finding ingredients.&lt;br /&gt;
&lt;br /&gt;
'''Forced March:''' ''END, Stamina;'' You can use this skill when trying to push beyond the normal travel pace that you could manage in a day, whether by walking a greater distance or by walking a normal distance with a greater load.&lt;br /&gt;
&lt;br /&gt;
'''Forging*:''' ''INT, Subterfuge;'' This skill can help you replicate signatures or create official- looking documents. If you do well on an INT/Forging check, then your MC will likely give you a circumstantial bonus to INT/Disguising or CHA/Savoir Faire checks.&lt;br /&gt;
&lt;br /&gt;
'''Fortuity:''' ''LUCK;'' Fortuity represents the likelihood that good things just happen to you. If your MC asks you to make a LUCK check to determine the likelihood of a positive outcome, you can add your Fortuity.&lt;br /&gt;
&lt;br /&gt;
'''Geography:''' ''INT, Knowledge;'' You can use this skill when trying to remember where you are in relation to somewhere else, or when you want to deduce information about common geographical patterns in an area.&lt;br /&gt;
&lt;br /&gt;
'''Glassblowing*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create stunning artistic glasswork, such as dining plates and even glass musical instruments.&lt;br /&gt;
&lt;br /&gt;
'''Gossiping:''' ''CHA, Influence;'' You can use this skill to seed real or false information about a person, event, etc. among populated areas.&lt;br /&gt;
&lt;br /&gt;
'''History:''' ''INT, Knowledge;'' This skill reflects your capacity for remembering historical events and your ability to quickly research historical events when given access to a library, university, or the like. Your MC might let you use this skill in tandem with another Knowledge skill when researching a particular field of knowledge, making an INT/History check and an INT check of the relevant knowledge type.&lt;br /&gt;
&lt;br /&gt;
'''Instrument*:''' ''CHA, Performance;'' When you gain points in this skill, specify one type of instrument. When you have that instrument, you can use this skill to make better performances with that instrument. Your MC might rule that you can apply 1⁄2 of your Skill Points to related instruments; for example, if you have Instrument [Lute] +6, then your MC might allow you to play a banjo with a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
'''Intimidating:''' ''CHA, Influence;'' You can use this skill when trying to peel back someone’s psyche and frighten them into cooperating with you.&lt;br /&gt;
&lt;br /&gt;
'''Intuiting:''' ''AWR, Observation;'' This skill helps you assess when someone is being honest or if they might be hiding something.&lt;br /&gt;
&lt;br /&gt;
'''Investigating:''' ''AWR, Observation;'' You might use this skill when looking for physical clues at a crime scene, or when looking for a secret door or hidden compartment in a room.&lt;br /&gt;
&lt;br /&gt;
'''Jeweling*:''' ''INT, Crafting;'' When you have the appropriate tools, this skill can help you create gorgeous works of jewelry. Your MC might allow you to use your Jeweling skill in place of Appraising when you want to assess the value of a piece of jewelry.&lt;br /&gt;
&lt;br /&gt;
'''Law:''' ''INT, Knowledge;'' You can use this skill when you want to recall or acquire information about the legal system in a settled area. You might also use this skill, along with the Entertaining and Persuading skills, to win a case in court.&lt;br /&gt;
&lt;br /&gt;
'''Leadership:''' ''CHA, Influence;'' You might use this skill to bolster the resolve of a discouraged person or group of people, or to exert your status and influence over various officials and convince them to follow your commands.&lt;br /&gt;
&lt;br /&gt;
'''Leatherworking*:''' ''INT, Crafting:'' When you have the appropriate tools, you can use this skill to make leather goods such as clothes, bags, or even armor.&lt;br /&gt;
&lt;br /&gt;
'''Lockpicking*:''' ''INT, Subterfuge;'' When you have a set of lockpicks, you can use this skill to attempt picking any nonmagically sealed lock.&lt;br /&gt;
&lt;br /&gt;
'''Masonry*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to carve rock into sculptures or architectural stonework.&lt;br /&gt;
&lt;br /&gt;
'''Medicine*:''' ''INT, Knowledge;'' You can use this skill when trying to recall factual information about medicines, diseases, and the like, which can help you diagnose someone’s symptoms. If you have bandages, you can make an INT/Medicine check to remove the Bleeding condition from a creature. Attempting this costs 3 AP, and unless otherwise specified from the source of the Bleeding condition, the DC is 14 + the amount of Bleeding damage. If you have the proper medicines, you can attempt to treat someone with a disease. The DC for this treatment, as well as the types of medicine that you need, will be mentioned in the disease’s description.&lt;br /&gt;
&lt;br /&gt;
'''Menacing:''' ''STR, Stamina;'' You can use this skill when trying to physically intimidate someone through a show of force.&lt;br /&gt;
&lt;br /&gt;
'''Military:''' ''INT, Knowledge;'' This skill will help you know the proper terminology when speaking with members of a military and can help you when trying to recall information about a military institution.&lt;br /&gt;
&lt;br /&gt;
'''Nature:''' ''INT, Survival;'' You might use this skill when trying to differentiate between edible and toxic mushrooms, recalling the behavior of wolf packs, or other information about the natural world.&lt;br /&gt;
&lt;br /&gt;
'''Navigating*:''' ''AWR, Survival;'' If you have a compass, astrolabe, sextant, or even just a map, you can use this skill to find your way through an otherwise confusing area of wilderness. Your MC might rule that you can make this check without the relevant tools, but the DC will be higher.&lt;br /&gt;
&lt;br /&gt;
'''Painting*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful paintings.&lt;br /&gt;
&lt;br /&gt;
'''Perceiving:''' ''AWR, Observation;'' You might make use of this skill when relying on sensory input such as scanning a tree line for enemies, looking for concealed weapons, listening for footsteps, or trying to identify a strange odor.&lt;br /&gt;
&lt;br /&gt;
'''Persuading:''' ''CHA, Influence;'' You can use this skill when trying to influence someone through sound arguments or emotional appeal.&lt;br /&gt;
&lt;br /&gt;
'''Politics:''' ''INT, Knowledge;'' When you take this skill, choose a specific region. Your MC will determine whether this should be a single city or a whole nation, based on the campaign they intend to run. When making INT checks related to the politics of that region, you can add this skill. When making INT checks related to the politics of another region, you can add 1⁄2 this skill.&lt;br /&gt;
&lt;br /&gt;
'''Pottery*:''' ''INT, Crafting;'' When you have the appropriate clay and tools, you can use this skill to make decorative and functional pottery.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' ''INT, Knowledge;'' When you take this skill, choose a specific religion. You could pick one of the pantheons listed in Appendix A, or work with your MC to come up with another religious tradition. When making INT checks related to the customs and beliefs of that religion, you can add this skill. When making INT checks related to the customs and beliefs of any other religion, you can add 1⁄2 this skill.&lt;br /&gt;
&lt;br /&gt;
'''Savoir Faire:''' ''CHA, Performance;'' You can use this skill to fit into any sort of situation. You can appear at home both with peasants and with aristocrats.&lt;br /&gt;
&lt;br /&gt;
'''Scavenging:''' ''LUCK;'' You can use this skill when trying to find food or supplies in an abandoned area. Your MC might also allow you to use this skill to determine how much loot you find on a body.&lt;br /&gt;
&lt;br /&gt;
'''Sheltering:''' ''AWR, Survival;'' You might use this skill when you are in the wilderness to find a cave, hollow tree, or rocky bluff that can offer shelter from the elements.&lt;br /&gt;
&lt;br /&gt;
'''Sleight of Hand:''' ''INT, Subterfuge;'' You can use this skill when attempting to pickpocket someone, or when trying to keep an item undiscovered as you are patted down.&lt;br /&gt;
&lt;br /&gt;
'''Smithing*:''' ''INT, Crafting;'' When you have the appropriate metal and tools, you can use this skill to make wrought iron artistic works or to repair metal tools, weapons, and armor.&lt;br /&gt;
&lt;br /&gt;
'''Sneaking:''' ''DEX, Survival;'' You could use this skill when skulking about and trying to remain physically out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Sprinting:''' ''STR, Athleticism;'' You can use this skill when attempting to cover a small distance in an incredibly short amount of time. This is usually not applicable in normal combat, but might be used in a chase sequence.&lt;br /&gt;
&lt;br /&gt;
'''Tracking:''' ''AWR, Survival;'' You can use this skill when you are trying to follow a creature’s trail.&lt;br /&gt;
&lt;br /&gt;
'''Tumbling:''' ''DEX, Acrobatics;'' This skill helps you fall in such a way that you do not get hurt. In addition to allowing you to add dramatic flair to any performance you might put on, if you fall 40 ft or less, you can make a Tumbling check with a DC equal to the amount of feet you fell. If you succeed, halve the damage you would take and move 5 ft in a direction of your choice when you land.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Land)*:''' ''INT, Knowledge;'' You can use this skill to efficiently use land vehicles such as carriages or war carts.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Water)*:''' ''INT, Knowledge;'' You can use this skill to operate water vehicles, such as sailboats or galleons, with greater efficiency.&lt;br /&gt;
&lt;br /&gt;
'''Weaving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to make textile goods such as clothing and blankets.&lt;br /&gt;
&lt;br /&gt;
'''Woodcarving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to whittle toys, fletch arrows, repair a wagon wheel, and the like.&lt;br /&gt;
&lt;br /&gt;
=== Optional Crafting Rules ===&lt;br /&gt;
If your MC decides, you might use these rules when making any Crafting check.&lt;br /&gt;
&lt;br /&gt;
You can make one check per day with a Crafting skill. Your checks made with the same Crafting skill are cumulative (e.g., if you roll Woodcarving 9 on one day and Woodcarving 14 on the next day, your cumulative total is 23).&lt;br /&gt;
&lt;br /&gt;
You can create a good of the appropriate type (such as leather armor if you use Leatherworking) once your cumulative number is double the sc of the object that you want to make. Once you make this object, reset your cumulative crafting score to 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14135</id>
		<title>Witch</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Witch&amp;diff=14135"/>
		<updated>2026-02-26T14:47:58Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Kettek Witch.png|thumb|yla Greoghal, potions brewer]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;Secrets wait to be embraced in the whispers of primeval spirits. Curiosity never hurt anyone brave enough to go looking. So long as I draw breath and have strength to explore, I will ever look to deepen my understanding of things within our world and things beyond.&amp;quot; - [[Lyla Greoghal]], potions brewer&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Signs that you were somehow different began at an early age. Animals and plants might behave strangely around you, either shying away or seeking to embrace you. Odd weather phenomena seem to follow you about, though perhaps this is coincidence. Whatever the case, the adults in your community noticed these strange behaviors. In your adolescence you felt a growing connection with the dark and strange side of nature, leading you to look for answers on your own. When a coven of witches found you and invited you into their ranks, you began to truly master your powers.&lt;br /&gt;
&lt;br /&gt;
Witches often have many hobbies and one or two crafts that they pursue to perfection. What are you most interested in, and what do you fiddle with in your spare time? Does the ephemeral quality of music fascinate you, or are you more inclined to get your hands dirty making pottery or whittling toys? Are you more interested in brewing potions or training your familiar to achieve its maximum potential?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;'''Witch Class Tracks'''&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Witch#Dark Hex Track|'''Dark Hex'''.]] Curate a collection of poppets and cast sympathetic magic on them to extend your range of knowledge and power.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Fae Track|Fae.]]''' By communing with the six conclaves of the Everwilds, you gain the power of the fae.&lt;br /&gt;
&lt;br /&gt;
[[Witch#Familiar Track|'''Familiar'''.]] Enhance your familiar, or summon a pack or flock of familiars.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Pagan Attunement Track|Pagan Attunement]]'''. You are one with the natural world and can draw power from the soil itself through ritual and meditation.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Witch's Brew Track|Witch’s Brew.]]''' By mixing strange ingredients, you can create a variety of unique potions for your allies.&lt;br /&gt;
&lt;br /&gt;
'''[[Witch#Aranea Track|Aranea]].''' ''Harker's Guide to Vampire Hunting.'' Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids. &lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Witch Entry Talent ===&lt;br /&gt;
After gaining the Witch Entry talent, you can take talents from any of the Witch subclass tracks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
&lt;br /&gt;
'''Dark Presence.''' Gain the Dark Presence ability. &lt;br /&gt;
&lt;br /&gt;
* '''Dark Presence.''' On your turn, you may take 1d4 damage to regain 1 SP. You may use this ability as many times as you would like.&lt;br /&gt;
&lt;br /&gt;
'''Familiar.''' You have a familiar. Your familiar has separate stats from you and acts on your turn, taking one action.&lt;br /&gt;
&lt;br /&gt;
You can spend some of your AP, make your familiar take its action, and then complete your own AP expenditure; or you could simply have your familiar go before or after you.&lt;br /&gt;
&lt;br /&gt;
Familiars are corporeal fae spirits that cannot be attacked or damaged.&lt;br /&gt;
&lt;br /&gt;
You can command your familiar to take more actions by spending 1 AP per additional action your familiar takes.&lt;br /&gt;
&lt;br /&gt;
Familiars are widely varied among witches, and your familiar might have a single form or it might have several different forms that it changes between. You can change your familiar’s form when you Take a Rest. Regardless of its form, you always use one of the three stat blocks: Crawling Familiar, Flying Familiar, or Hunting Familiar.&lt;br /&gt;
&lt;br /&gt;
'''Witch Magic.''' Choose one: Occult or Primal.&lt;br /&gt;
&lt;br /&gt;
If you choose Occult, gain Initiate of the Occult unless you already have it. If you already have it, gain +1 Occult Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. &lt;br /&gt;
&lt;br /&gt;
Whichever you choose, END is your magic attribute.&lt;br /&gt;
&lt;br /&gt;
'''Witch Power.''' Each time you level up and spend your Talent Point on a Witch talent, you gain +5 SP and +1 Power in the source you chose.&lt;br /&gt;
&lt;br /&gt;
|''Witch, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiars ====&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Crawling Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft, Climb 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Frightening.''' When your familiar is within 5 ft of you, you gain Intimidating +4.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Ward.''' If your familiar is within 5 ft of you, it protectively crouches nearby. The next time you take damage from another creature before the start of your next turn (provided that you are still within 5 ft of your familiar), reduce the damage by 1d4 + your number of Witch talents. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Flying Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 10 ft, Fly 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; |'''Skills''' (AWR) Perceiving +3, Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spook (1/Catch Breath).''' ''Ranged 30 ft Magical Attack.'' + Your END vs WILL. '''Hit:''' The creature is Frightened of your familiar for 30 seconds.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;'''Hunting Familiar'''&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Beast (Occult or Primal)''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-1&lt;br /&gt;
!2&lt;br /&gt;
!0&lt;br /&gt;
!1&lt;br /&gt;
!-3&lt;br /&gt;
!-2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 20 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 30 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Skills''' (DEX) Sneaking +3; (AWR) Tracking +3&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Familiar can move up to its speed.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Spy.''' You can magically see through your familiar’s eyes for a brief moment, provided that your familiar is within 500 ft of you. &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Help.''' The familiar picks a creature within 10 ft of it and distracts that creature. You and your allies have +1 TA on attacks against that creature until the start of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Pounce (1/Round).''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 1d4+2 sharp. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dark Hex Track ===&lt;br /&gt;
[[File:DarkHexTrack.png|center|frameless|478x478px|Dark Hex Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Magic'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|''Repeatable.'' Each time you take this talent, choose two spells, invocations, or rituals from the Hex list. Note that you must meet certain prerequisite Witch levels in order to gain some spells.&lt;br /&gt;
For you, these spells count as the Source that you chose from your Witch Magic benefit (either primal or occult).&lt;br /&gt;
&lt;br /&gt;
If there is a spell on the Hex list that you already know or learn through other means, you may still consider it a hex spell but do not have to. You cannot upcharge hex spells without additional talents.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Hex List&lt;br /&gt;
!Witch Level&lt;br /&gt;
!Hex Spells&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
* [[Charm Person]] (psionic)&lt;br /&gt;
* [[Commandment]] (divine),&lt;br /&gt;
* [[Creeping Fear]] (primal)&lt;br /&gt;
* [[Decay]] (arcane)&lt;br /&gt;
* [[Flay]] (arcane)&lt;br /&gt;
* [[Hex Of Hemophilia|Hex of Hemophilia]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
* [[Hex of Lethargy]] (occult)&lt;br /&gt;
* [[Hex of Terror]] (occult)&lt;br /&gt;
* [[Silence]] (occult)&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
* [[Demoralize]] (divine)&lt;br /&gt;
* [[Detect Thoughts]] (divine)&lt;br /&gt;
* [[Terror]] (primal)&lt;br /&gt;
|-&lt;br /&gt;
|13&lt;br /&gt;
|&lt;br /&gt;
* [[Babble]] (occult)&lt;br /&gt;
* [[Curse of Trembling]] (occult)&lt;br /&gt;
* [[Haunt]] (psionic)&lt;br /&gt;
|-&lt;br /&gt;
|22&lt;br /&gt;
|&lt;br /&gt;
* [[Clot]] (occult)&lt;br /&gt;
* [[Curse of Withering]] (occult)&lt;br /&gt;
* [[Dark Smile]] (occult)&lt;br /&gt;
* [[Dominate Person]] (psionic)&lt;br /&gt;
* [[Ecstasy]] (primal)&lt;br /&gt;
* [[Fracture]] (occult)&lt;br /&gt;
* [[Modify Memory]] (psionic)&lt;br /&gt;
* [[Paranoia]] (psionic)&lt;br /&gt;
|}&lt;br /&gt;
|''Witch, Dark Hex, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Greater Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Greater Hex (2/Rest).''' You may cast a hex spell as though you upcharged it one time, without spending additional SP.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex'''&lt;br /&gt;
|Greater Hex&lt;br /&gt;
|Gain the Innate Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Innate Hex (2/Rest).''' You may cast a hex spell without meeting Verbal, Visual, or Gesture requirements. You must still meet Line of Sight or Line of Effect requirements.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Hex II'''&lt;br /&gt;
|Innate Hex&lt;br /&gt;
|Greater Hex becomes AWR/Rest.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex II'''&lt;br /&gt;
|Greater Hex II&lt;br /&gt;
|Innate Hex becomes 2/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Innate Hex III'''&lt;br /&gt;
|Innate Hex II&lt;br /&gt;
|Innate Hex becomes AWR/Recoup.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Enchantment'''&lt;br /&gt;
|Dark Magic&lt;br /&gt;
|Gain the Dark Enchantment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Dark Enchantment (1/Rest).''' Spend 2 AP to designate a target that you can see. For the next minute, gain +2 TA on rolls made with hex spells against that target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic'''&lt;br /&gt;
|Dark Enchantment&lt;br /&gt;
|Choose one creature with whom you are familiar (having spent at least 10 minutes in conversation).&lt;br /&gt;
&lt;br /&gt;
By expending 10 sc worth of materials, you can create a poppet in the likeness of that creature. You may create a poppet of any willing ally or of a creature if its ML is equal to or less than your Witch level. You may only make one poppet. If you make a second one, the first one unravels immediately.&lt;br /&gt;
&lt;br /&gt;
Gain the Sense Likeness ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sense Likeness.''' By spending 1 minute touching the poppet and staying completely focused on it, you may sense exactly how far away the creature is and in which direction, unless they are on a different plane of existence. This information is only fleeting.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic II'''&lt;br /&gt;
|Sympathetic Magic&lt;br /&gt;
|When you use your Sense Likeness ability, you may choose for the effect to last for 10 minutes. Furthermore, you may see and hear through your poppet’s senses for the duration. If you do, make a magic attack against their ANT. On a hit, they are unaware that you are doing this; on a miss, they know.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic III'''&lt;br /&gt;
|Sympathetic Magic II&lt;br /&gt;
|When you use your Dark Enchantment ability, you do not expend a use of the ability if you have a poppet of the target creature.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IV'''&lt;br /&gt;
|Sympathetic Magic III&lt;br /&gt;
|Gain the Sympathetic Link ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Link (AWR/Rest).''' You may cast hex spells with your sympathetic magic creature as the target even if you cannot see them, provided they are within 1 mile of you. The target is aware that you cast such a spell, regardless of whether the spell is successful.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic V'''&lt;br /&gt;
|Sympathetic Magic IV&lt;br /&gt;
|When you use your Sympathetic Link ability, you may also impose Dark Enchantment on your target.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VI'''&lt;br /&gt;
|Sympathetic Magic V&lt;br /&gt;
|Gain the Puppetmaster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppetmaster.''' When using your Sense Likeness ability, you may make a magic attack against the target’s WILL. On a hit, impose Charmed or Shaken (your choice) on the creature (if Charmed, it is Charmed by you). The condition lasts for 1 minute and the target is aware that you are the caster.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VII'''&lt;br /&gt;
|Sympathetic Magic VI&lt;br /&gt;
|When you use your Sympathetic Link ability and cast a hex spell that has an SPC of 10 or less, you do not expend a use of your Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 5 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic VIII'''&lt;br /&gt;
|Sympathetic Magic VII&lt;br /&gt;
|You can now create two poppets and can use Sense Likeness, Dark Enchantment, Sympathetic Link, and/or Puppetmaster on either one. If you make a third poppet, choose which of your previous poppets unravels.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic IX'''&lt;br /&gt;
|Sympathetic Magic VIII&lt;br /&gt;
|You are always aware of the surface-level emotional state of the creatures whose likeness your poppets represent while within range of Sympathetic Link.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 10 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sympathetic Magic X'''&lt;br /&gt;
|Sympathetic Magic IX&lt;br /&gt;
|When you use your Sympathetic Link or Puppetmaster ability, you may also make a magic attack against the creature’s ANT. On a hit, they are not magically aware that you caused the effect.&lt;br /&gt;
&lt;br /&gt;
Sympathetic Link’s range increases to 20 miles.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Collector&lt;br /&gt;
|Choose one poppet to be your Bound Soul. If you have a physical piece of the likeness that the Bound Soul poppet represents, such as hair or nail clippings, teeth, saliva, blood, etc., then using Sympathetic Link against this creature does not expend a use of your Sympathetic Link.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bond Soul II'''&lt;br /&gt;
|Bond Soul&lt;br /&gt;
|Gain the Sympathetic Tether ability.&lt;br /&gt;
&lt;br /&gt;
* '''Sympathetic Tether (1/Recoup).''' When using Sympathetic Link to cast a hex spell against your Bound Soul, you may spend only 1⁄2 the SP. Sympathetic Link’s range increases to 100 miles for your Bound Soul poppet.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Puppetmaster'''&lt;br /&gt;
|Bond Soul II&lt;br /&gt;
|You always know the surface level thoughts and deeper emotions/desires of your Bound Soul poppet.&lt;br /&gt;
&lt;br /&gt;
Gain the Poppet Possession ability.&lt;br /&gt;
&lt;br /&gt;
* '''Poppet Possession (1/Rest).''' You may cast the [[Possession]] spell as a hex spell without spending SP. You cannot upcharge the spell when casting it in this way and can cast this spell regardless of distance provided that you are on the same plane of existence. When you use this ability, you may use your Sympathetic Magic X benefit to attempt to hide your magical presence.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' You may permanently possess the subject of your Bound Soul poppet provided they are ML 15 or lower or a willing ally. When you end the possession, you may choose if they are catatonic, as if sleeping, or regain control when you are not actively possessing them.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector'''&lt;br /&gt;
|Sympathetic Magic X&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bond Soul&lt;br /&gt;
|You can have a number of poppets equal to 1⁄2 your AWR.&lt;br /&gt;
&lt;br /&gt;
Gain the Mass Hex ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mass Hex (1/Recoup).''' When you cast a hex spell that has an SPC of 10 or fewer, you may target 2 creatures if you have poppets of both of them.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Collector II'''&lt;br /&gt;
|Collector&lt;br /&gt;
|You can have a number of poppets equal to your AWR. Mass Hex works on hex spells with an SPC of 20 or lower.&lt;br /&gt;
|''Witch, Dark Hex''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Collector'''&lt;br /&gt;
|Collector II&lt;br /&gt;
|You always know the surface level thoughts and surface desires of your poppets. Additionally, when the bonded creature of one of your poppets dies, you can retire the poppet. Doing so does not destroy the poppet and allows you to make a new poppet.&lt;br /&gt;
&lt;br /&gt;
Retired poppets look frayed and corrupted, and they contain the soul of the poppet’s likeness.&lt;br /&gt;
&lt;br /&gt;
Gain the Archive of Souls ability.&lt;br /&gt;
&lt;br /&gt;
* '''Archive of Souls (1/Recoup).''' You may commune with one retired poppet. The retired poppet retains all of its bonded creature’s formative memories and basic information that the creature would have known. The poppet’s disposition towards you will range from sullen to hostile as determined by your MC, and so gleaning information from a retired poppet might take multiple conversations or coercion. If a retired poppet is destroyed, its soul departs.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Now, if you destroy a retired poppet, the bonded creature’s soul is dispersed and it can never be resurrected. Casting Lesser Restoration or similar magic on a retired poppet will harmlessly detach the creature’s soul from the poppet, allowing it to pass on peacefully or to be resurrected.&lt;br /&gt;
|''Witch, Dark Hex, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fae Track ===&lt;br /&gt;
[[File:FaeTrack.png|center|frameless|412x412px|Fae Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic'''&lt;br /&gt;
|Witch Entry, Warden of the Primal &lt;br /&gt;
|Gain the Warp Step ability.&lt;br /&gt;
&lt;br /&gt;
* '''Warp Step (1/Recoup).''' You can cast the [[Warp Step]] occult spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Etalun''' &lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the observation or survival tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wylla’s Stride'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain the Wylla’s Stride ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wylla’s Stride (CHA/Rest).''' Ignore Difficult Terrain imposed by foliage or loose sand, rocks, and similar natural phenomena for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaard’s Resistance'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|''Repeatable.'' Gain Resist +2 to one elemental damage type of your choice (cold, corrosive, fire, lightning, or toxic). If you take this talent multiple times, choose a new elemental type each time.&lt;br /&gt;
|''Witch, Fae, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
| '''Caliban’s Cackle'''&lt;br /&gt;
|Fae Magic&lt;br /&gt;
|Gain the Caliban’s Cackle ability.&lt;br /&gt;
&lt;br /&gt;
* '''Caliban’s Cackle (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Shaken for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowess of Sekh'''&lt;br /&gt;
|Boon of Etalun or Caliban’s Cackle&lt;br /&gt;
|Gain +6 Skill Points that you can spend on any skills with the athleticism, acrobatics, or stamina tag.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rosen’s Blessing'''&lt;br /&gt;
|Wylla’s Stride or Prowess of Sekh&lt;br /&gt;
|Gain Resist Charmed +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic II'''&lt;br /&gt;
|Gaard’s Resistance or Rosen’s Blessing&lt;br /&gt;
|Gain the Mists of the Everwilds ability.&lt;br /&gt;
&lt;br /&gt;
* '''Mists of the Everwilds (1/Rest).''' You can cast the [[Mists of the Everwilds]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Latisk’s Keen Eyes'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. Gain Darkvision +30 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Okart's Skin'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|When you are not wearing armor, your AR cannot be less than 13.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wrath of Aeshir'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Gain the Wrath of Aeshir ability.&lt;br /&gt;
&lt;br /&gt;
* '''Wrath of Aeshir (CHA/Recoup).''' When you deal elemental damage, add CHA to the damage.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puck's Pernicious Pleasure'''&lt;br /&gt;
|Fae Magic II&lt;br /&gt;
|Gain the Puck’s Pernicious Pleasure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puck’s Pernicious Pleasure (CHA/Rest).''' On a hit with a magic attack against a single creature, the creature is also Charmed for 1 minute or until you or one of your allies damage it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Claws of Kleppar'''&lt;br /&gt;
|Latisk’s Keen Eyes or Puck’s Pernicious Pleasure&lt;br /&gt;
|Gain the Claws of Kleppar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Claws of Kleppar (CHA/Rest).''' Gain a climb speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Strack’s Stoicism'''&lt;br /&gt;
|Okart’s Skin or Claws of Kleppar&lt;br /&gt;
|Whenever making checks to resist extreme cold, roll 2d20 and take the higher.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic III'''&lt;br /&gt;
|Wrath of Aeshir or Strack’s Stoicism&lt;br /&gt;
|Gain the Polymorph ability.&lt;br /&gt;
&lt;br /&gt;
* '''Polymorph (1/Rest).''' You can cast the [[Polymorph]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Boon of Daropmet''' &lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|You can never be Partially Surprised.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cedrian’s Communion'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|When you Recoup and are in direct sunlight or touching a coniferous tree, then you gain Shield HP equal to your CHA.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Yasheri’s Explosion'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain the Yasheri’s Explosion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Yasheri’s Explosion (CHA/Rest).''' When you cast a primal spell that deals damage to multiple creatures and deals elemental damage, increase its cone or line by 10 ft or its radius by 5 ft.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Edmari’s Emotional Emancipation'''&lt;br /&gt;
|Fae Magic III&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Edmari’s Emotional Emancipation ability.&lt;br /&gt;
&lt;br /&gt;
* '''Edmari’s Emotional Emancipation (1/Rest).''' You can cast the Relaxing Presence primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gift of Gusper'''&lt;br /&gt;
|Boon of Daropmet or Edmari’s Emotional Emancipation&lt;br /&gt;
|Gain the Gift of Gusper ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gift of Gusper (CHA/Rest).''' Gain a swim speed equal to your walking speed for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Wythen’s Protection'''&lt;br /&gt;
|Cedrian’s Communion or Gift of Gusper&lt;br /&gt;
|Gain Resist Necrotic +2.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fae Magic IV'''&lt;br /&gt;
|Yasheri’s Explosion or Wythen’s Protection&lt;br /&gt;
|Gain the Summon Monster ability.&lt;br /&gt;
&lt;br /&gt;
* '''Summon Monster (1/Rest).''' You can cast the [[Summon Monster]] primal spell without spending SP.&lt;br /&gt;
&lt;br /&gt;
If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Letspina Conclave’s Perception'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|You ignore the Concealed condition on other creatures when it is caused by natural phenomena such as fog or heavy underbrush.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pashak Conclave’s Passage'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Pashak Conclave’s Passage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pashak Conclave’s Passage (CHA/Rest).''' When you touch a tree, you can spend 2 AP to teleport to another tree of that same type within a 5 mile radius.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ashyidir Conclave’s Affinity''' &lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain the Ashyidir Conclave’s Affinity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Ashyidir Conclave’s Affinity (CHA/Rest).''' Choose one elemental damage type. Gain Affinity to that type for 1 hour.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
| '''Stravon Conclave’s Serenity'''&lt;br /&gt;
|Fae Magic IV&lt;br /&gt;
|Gain +2 Skill Points that you can spend on any skills with the influence tag.&lt;br /&gt;
&lt;br /&gt;
Gain the Stravon Conclave’s Serenity ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stravon Conclave’s Serenity (1/Rest).''' You can cast Reorient primal invocation without it counting against the number of invocations you can cast in a day.&lt;br /&gt;
&lt;br /&gt;
If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shibmar Conclave's Splendor'''&lt;br /&gt;
|Letspina Conclave’s Perception or Stravon Conclave’s Serenity&lt;br /&gt;
|Gain the Shibmar Conclave’s Splendor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Shibmar Conclave’s Splendor (CHA/Rest).''' Sprout eagle wings and gain a fly speed equal to your walking speed for 1 minute.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vertumna Conclave’s Veneration'''&lt;br /&gt;
|Pashak Conclave’s Passage or Shibmar Conclave’s Splendor&lt;br /&gt;
|Gain Resist Frightened +3.&lt;br /&gt;
|''Witch, Fae''&lt;br /&gt;
|-&lt;br /&gt;
|'''Friend of the Fae'''&lt;br /&gt;
|Ashyidir Conclave’s Affinity or Vertumna Conclave’s Veneration&lt;br /&gt;
|The fae sing your praises. Fae creatures tend to view you favorably and will generally look for nonviolent solutions to conflicts with you.&lt;br /&gt;
&lt;br /&gt;
You learn the [[Summon Fae]] primal spell if you did not already know it. It costs you 20 fewer SP to cast.&lt;br /&gt;
&lt;br /&gt;
Gain the Faefriend ability.&lt;br /&gt;
&lt;br /&gt;
* '''Faefriend (1/Rest).''' When you cast Summon Fae, you may ignore rolling to determine the fae’s behavior and assume that it is friendly to you as though you succeeded on the roll and it failed.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Summon Fae spell costs you no SP the first time you cast it after Taking a Rest if you use it to summon a fae of ML 10 or lower.&lt;br /&gt;
|''Witch, Fae, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Familiar Track ===&lt;br /&gt;
[[File:FamiliarTrack.png|center|frameless|482x482px|Familiar Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talents&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Adaptive'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|You can change your familiar’s form each time you Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Evolution&lt;br /&gt;
|Gain the Flock of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flock of Familiars (2/Rest).''' You may summon a second familiar identical to your primary familiar for 10 minutes. Both familiars share a turn. On their turn, they can both take the move action. Alternatively, one familiar can take a different action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars II'''&lt;br /&gt;
|Flock of Familiars&lt;br /&gt;
|The second familiar summoned from Flock of Familiars lasts for 30 minutes.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution'''&lt;br /&gt;
|Adaptive&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Flock of Familiars&lt;br /&gt;
|When you could change your familiar’s form, you can evolve your familiar instead of, or in addition to, changing its form by using the Evolution ability.&lt;br /&gt;
&lt;br /&gt;
* '''Evolution (2/Rest).''' When you evolve your familiar, you can choose Evolve 1. The evolution that you choose lasts until you use it again or change your familiar’s form.&lt;br /&gt;
** '''Evolve 1:''' The familiar is one Size larger than it was previously. When larger, they gain a slight benefit:&lt;br /&gt;
*** '''''Crawling:''''' +1 to the damage reduced when defending you with Ward.&lt;br /&gt;
*** '''''Flying:''''' +5 ft to Help range. &lt;br /&gt;
*** '''''Hunting:''''' +1 to attack and damage with any attacks it has.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution II'''&lt;br /&gt;
|Evolution&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 2.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 2:''' The familiar is two Sizes larger. Familiars that are two Sizes larger gain the benefits below:&lt;br /&gt;
** '''''Crawling:''''' +2 to the damage reduced when defending you with Ward.&lt;br /&gt;
** '''''Flying:''''' +10 ft to Help range.&lt;br /&gt;
** '''''Hunting:''''' +1 to attack and damage with any attacks it has, and the damage die size of its attacks each increase by +1 (e.g., from 1d4 to 1d6).&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement'''&lt;br /&gt;
|Familiar 3&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” prerequisites; you learn that selection. Gain the Enhance ability.&lt;br /&gt;
&lt;br /&gt;
* '''Enhance (2/Rest).''' By spending 3 AP on your primary familiar as though summoning it, you may give it that enhancement for the next hour, provided it is the right kind of familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
| '''Flock of Familiars III'''&lt;br /&gt;
|Familiar Enhancement, Flock of Familiars II&lt;br /&gt;
|When you use Enhance and have Flock of Familiars active, apply the enhancement to all of your familiars of the same type as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  IV'''&lt;br /&gt;
|Flock of Familiars III&lt;br /&gt;
|On your familiars’ turn, they can both take one action. This can be the same action or different actions.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  V'''&lt;br /&gt;
|Flock of Familiars IV&lt;br /&gt;
|Flock of Familiars becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution III'''&lt;br /&gt;
|Familiar Enhancement, Evolution II&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 3.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 3:''' The familiar is three Sizes larger. Familiars that are three Sizes larger gain Evolve 2 benefits, and can be used as mounts with 1 MCAP.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IV'''&lt;br /&gt;
|Evolution III&lt;br /&gt;
|When used as a mount, your familiar now has 2 MCAP and grants you one MCAP option based on its type:&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling: Fangs (1/Round).''''' 1 MCAP; ''Reach 5 ft Natural Weapon.'' +DEX vs FORT. '''Hit:''' 1d6 toxic.&lt;br /&gt;
* '''''Flying: Clutch (1/Round).''''' 1 MCAP; Pick up a willing creature and carry them as the Flying Familiar moves up to its speed.&lt;br /&gt;
* '''''Hunting: Roar (1/Round).''''' 1 MCAP; ''Ranged 30 ft Natural Weapon.'' +AWR vs WILL. '''Hit:''' Target is Shaken until the end of their next turn.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution V'''&lt;br /&gt;
|Evolution IV&lt;br /&gt;
|Evolution becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement II'''&lt;br /&gt;
|Familiar 7&lt;br /&gt;
|Choose one Familiar Enhancement with the “Enhancement” or “Enhancement II” prerequisites; you learn that selection.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply one or both selections, provided it is the right kind of familiar. Enhance becomes 2/Recoup.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VI'''&lt;br /&gt;
|Familiar Enhancement II, Flock of Familiars V&lt;br /&gt;
|When you summon a second familiar, it no longer needs to be the same kind as the first. It can be Crawling, Flying, or Hunting.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VII'''&lt;br /&gt;
|Flock of Familiars VI&lt;br /&gt;
|When using Enhance, you can apply any enhancements that you know to all familiars of the appropriate type that you control, even if they are not the same type of familiar as your primary familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars  VIII'''&lt;br /&gt;
|Flock of Familiars VII&lt;br /&gt;
|Gain the Throng ability.&lt;br /&gt;
&lt;br /&gt;
* '''Throng (2/Rest).''' When using Flock of Familiars, you may summon a third familiar identical to your primary one for 30 minutes. It shares a turn with your other familiars. While you have 3 familiars active, on their turns they may all move or two of them can take any action.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VI'''&lt;br /&gt;
|Familiar Enhancement II, Evolution V&lt;br /&gt;
|When you use the Evolution ability, you can choose Evolve 4.&lt;br /&gt;
&lt;br /&gt;
* '''Evolve 4:''' The familiar is four Sizes larger (max Huge). Familiars that are four Sizes larger gain Evolve 3 benefits and have improved MCAP options:&lt;br /&gt;
** '''''Crawling:''''' Fangs also make the target Sickened on the next d20 roll that it makes before the end of its next turn.&lt;br /&gt;
** '''''Flying:''''' Clutch allows the familiar to pick up and move two willing creatures, but this costs 2 MCAP.&lt;br /&gt;
** '''''Hunting:''''' Roar causes the Frightened condition for the duration.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VII'''&lt;br /&gt;
|Evolution VI&lt;br /&gt;
|Gain the Strengthen Familiar ability.&lt;br /&gt;
&lt;br /&gt;
* '''Strengthen Familiar (2/Rest).''' When you Evolve a familiar, you can increase one of its attributes by +3, one by +2, and one by +1.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution VIII'''&lt;br /&gt;
|Evolution VII&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Familiar Enhancement III'''&lt;br /&gt;
|Familiar 11&lt;br /&gt;
|Learn an additional Familiar Enhancement option, choosing from any Enhancement.&lt;br /&gt;
&lt;br /&gt;
When using Enhance, you can apply any number of unique enhancements, provided it is the right kind of familiar.&lt;br /&gt;
&lt;br /&gt;
Enhance becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars IX'''&lt;br /&gt;
|Familiar Enhancement III, Flock of Familiars VIII&lt;br /&gt;
|Your third familiar need not be the same type as primary anymore and can be Crawling, Flying, or Hunting. When your familiars act, all three of them may take one action of their choice.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flock of Familiars X'''&lt;br /&gt;
|Flock of Familiars IX&lt;br /&gt;
|Your familiars summoned with the Flock of Familiars ability last for 1 hour. Each time you use Flock of Familiars, you can summon a third familiar.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flurry of Familiars'''&lt;br /&gt;
|Flock of Familiars X&lt;br /&gt;
|You gain renown as having lots of animal companions. In most settlements, children remember you and love you for having so many pets and being rather eclectic. Domestic animals tend to act strange around you, either acting nervous or seeming overly friendly.&lt;br /&gt;
&lt;br /&gt;
Gain the Flurry of Familiars ability.&lt;br /&gt;
&lt;br /&gt;
* '''Flurry of Familiars (1/Recoup).''' When all three of your familiars are active and within 20 ft of one another, you may spend 3 AP to turn them into a creature with the swarm tag of ML 6 or lower. The swarm lasts for 10 minutes or until defeated. At the end of the swarm’s duration, the three familiars reappear. This counts towards the length of time they can remain active.&lt;br /&gt;
* '''''Level 30:''''' All three of your familiars are now permanently summoned.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution IX'''&lt;br /&gt;
|Familiar Enhancement III, Evolution VIII&lt;br /&gt;
|Strengthen Familiar becomes 2/Recoup and increase one Attribute by +4, one by +2, and two Attributes by +1 each.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Evolution X'''&lt;br /&gt;
|Evolution IX&lt;br /&gt;
|You can change your Familiar’s form every time you Catch your Breath. Furthermore, your Enhance has no recharge and you can use it indefinitely.&lt;br /&gt;
|''Witch, Familiar''&lt;br /&gt;
|-&lt;br /&gt;
|'''Apex Evolution'''&lt;br /&gt;
|Evolution X&lt;br /&gt;
|Your bond with your familiar transcends the normal bonds of magic. Your familiar is able to intuit what you want it to do, allowing it to change its form even in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
Learn two additional Familiar Enhancements. Once on each of your turns, you may spend 1 AP to change your Familiar’s Form and/or reassign Enhancements. You can Evolve your familiar any number of times and can Evolve your familiar each time you change its form using this feature.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your familiar gains independence from your magical energy and will live on for generations after you are gone as a manifestation of raw magical energy. Bonding with this creature takes 30 Essence for another being as if it were a magical item, and the familiar only bonds with a new creature if it deems the creature worthy.&lt;br /&gt;
|''Witch, Familiar, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Familiar Enhancements ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Flighty''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Flying Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Prowl''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Hunting Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Scuttle''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|''Repeatable''. Your Crawling Familiar gains +5 ft speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|As part of the Pounce action, your Hunting Familiar can move 5 ft immediately before making the attack.&lt;br /&gt;
|-&lt;br /&gt;
|'''Talons''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Flying Familiar gains a Talon attack.&lt;br /&gt;
&lt;br /&gt;
'''''Talons (1/Turn).''''' ''Reach 5 ft Natural Weapon''. +DEX vs AR. '''Hit:''' 1d4 sharp damage.&lt;br /&gt;
|-&lt;br /&gt;
|'''Underfoot''' &lt;br /&gt;
|Enhancement &lt;br /&gt;
|Your Crawling Familiar gains a special attack.&lt;br /&gt;
&lt;br /&gt;
'''''Tangle.''''' ''Reach 5 ft Natural Weapon.'' +DEX vs REF. '''Hit:''' Knock the creature Prone if it is no more than 2 Sizes larger than the familiar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Carapace''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|The Ward action reduces damage by +1d4.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eagle Eye''' &lt;br /&gt;
|Enhancement II &lt;br /&gt;
|Your familiar gains +5 to Perceiving and Tracking and has 60 ft of Darkvision.&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Pounce II''' &lt;br /&gt;
|Enhancement II, Great Pounce &lt;br /&gt;
|If you hit with a Great Pounce, knock the target Prone if it is Gargantuan or smaller.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Pagan Attunement Track ===&lt;br /&gt;
[[File:PaganAttunementTrack.png|center|frameless|428x428px|Pagan Attunement Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Pick one environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Gain the Pagan Attunement ability.&lt;br /&gt;
&lt;br /&gt;
* '''Pagan Attunement.''' When you finish Taking a Rest, attune to one environment. When you Recoup in an environment to which you are attuned, you gain its relevant benefit.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement II'''&lt;br /&gt;
|Pagan Attunement&lt;br /&gt;
|Pick a second environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement III'''&lt;br /&gt;
|Pagan Attunement II&lt;br /&gt;
|Pick a third environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
Pagan Attunement becomes: When you complete Taking a Rest, attune to two environments. Whenever you Recoup in either of those environments, gain its benefit. If you are in an environment that might activate multiple abilities (such as a coastal jungle or a snowy mountain), you nevertheless only get one benefit of your choosing.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement IV'''&lt;br /&gt;
|Pagan Attunement III&lt;br /&gt;
|''Repeatable.'' Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
|''Witch, Pagan Attunement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement V'''&lt;br /&gt;
|Pagan Attunement IV&lt;br /&gt;
|Gain the Hasty Communion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hasty Communion (1/Rest).''' When you Catch your Breath, you may gain the benefit of one of your environments that you are attuned to if you are in that environment.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VI'''&lt;br /&gt;
|Pagan Attunement V&lt;br /&gt;
|When you Recoup in an environment that could be considered two or more environments, you gain the benefits of both relevant environments if you are attuned to both.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement VII'''&lt;br /&gt;
|Pagan Attunement VI&lt;br /&gt;
|Pick one additional environment from the Environment List. You can attune to that environment.&lt;br /&gt;
&lt;br /&gt;
You no longer need to pick two environments at the end of Taking a Rest; you can benefit from any environment to which you are attuned, but can still only gain a maximum of two environmental benefits at once.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pagan Attunement  VIII'''&lt;br /&gt;
|Pagan Attunement VII&lt;br /&gt;
|Choose one environment for which you already have attunement. This choice is permanent. Gain the Ultimate&lt;br /&gt;
&lt;br /&gt;
Attunement ability for that environment.&lt;br /&gt;
&lt;br /&gt;
* '''Ultimate Attunement (1/Rest).''' When you gain its attunement benefit, double all numeric values in that ability.&lt;br /&gt;
|''Witch, Pagan Attunement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment List ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Environment&lt;br /&gt;
!Benefit from Recouping&lt;br /&gt;
|-&lt;br /&gt;
|'''Aquatic'''&lt;br /&gt;
|You gain Shield HP equal to your number of Witch talents.&lt;br /&gt;
|-&lt;br /&gt;
|'''Coastal'''&lt;br /&gt;
|For the next 2 hours, you gain a swim speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Desert'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from heat exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forest'''&lt;br /&gt;
|Your ANT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal ANT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Grassland'''&lt;br /&gt;
|For the next hour, your speed increases by +5 ft while in combat.&lt;br /&gt;
|-&lt;br /&gt;
|'''Jungle'''&lt;br /&gt;
|Your FORT increases by +3 for 4 hours. This bonus does not transfer to other defenses that use your normal FORT defense in their place.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mountain'''&lt;br /&gt;
|For the next 4 hours, standing from Prone costs you 0 AP, and when you take falling damage, reduce that damage by 1d12.&lt;br /&gt;
|-&lt;br /&gt;
|'''Subterranean'''&lt;br /&gt;
|For the next 2 hours, gain a climb speed equal to your walking speed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Swamp'''&lt;br /&gt;
|For the next 4 hours, gain Resist Toxic +5 and Resist Corrosive +5.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tundra'''&lt;br /&gt;
|For the next 4 hours, you become Immune to Fatigue from cold exposure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Volcanic'''&lt;br /&gt;
|For the next 1 hour, deal +2 fire damage on all of your weapon attacks and chants.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Witch's Brew Track ===&lt;br /&gt;
[[File:WitchsBrewTrack.png|center|frameless|454x454px|Witch's Brew Tack Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Gain the Witch’s Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Witch’s Brew (1/Rest).''' When you Take a Rest, brew two potions of your own making. Pick two spells (or pick the same spell twice) from the Primal Source that have both the altering and the intrinsic tags. These spells cannot be higher than 15 SP and you cannot upcharge them when using this feature.&lt;br /&gt;
&lt;br /&gt;
These spells are synthesized into potions and do not cost SP for you to create. When a creature drinks the potion, that creature gains the effects of the spell for the duration, considering the spell’s range to be “Self.”&lt;br /&gt;
&lt;br /&gt;
These potions become impotent after 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent'''&lt;br /&gt;
|Witch’s Brew&lt;br /&gt;
|Gain the Reagent ability.&lt;br /&gt;
&lt;br /&gt;
* '''Reagent (1/Week).''' When you brew a potion, you may count it as being upcharged one time. This potion is considered a Reagent and only becomes impotent after 1 week.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew II'''&lt;br /&gt;
|Reagent&lt;br /&gt;
|The number of potions you can brew is equal to 1⁄2 your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the charm tag as Witch’s Brews, following standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality'''&lt;br /&gt;
|Potion&lt;br /&gt;
|Gain the Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Vitality.''' When you brew potions, you may imbue one potion with Vitality. That potion also grants 1d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison'''&lt;br /&gt;
|Witch’s Brew II&lt;br /&gt;
|You can brew potions that replicate occult chants or spells with the curse tag and that cost 12 SP or fewer. This potion is considered a Poison. These follow standard Witch’s Brew rules.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote'''&lt;br /&gt;
|Poison&lt;br /&gt;
|Gain the Antidote ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antidote.''' When you brew potions, you may designate one potion as an Antidote. Instead of gaining the normal effects of a potion, consuming an Antidote immediately ends the effects of one of your other potions. When you brew an Antidote, you must choose which potion the Antidote cancels. It is potent for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew III'''&lt;br /&gt;
|Vitality or Antidote&lt;br /&gt;
|The number of potions you can brew is equal to your INT (min 2).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent II'''&lt;br /&gt;
|Witch’s Brew III&lt;br /&gt;
|Your Reagent ability allows you to brew one additional Reagent.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew IV'''&lt;br /&gt;
|Reagent II&lt;br /&gt;
|Your potions now become impotent after 48 hours.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Potion II'''&lt;br /&gt;
|Witch’s Brew IV, Potion&lt;br /&gt;
|Gain the Hearty Stew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hearty Stew (1/Rest).''' Choose one potion you brew, count it as being upcharged one time if a spell, or cast at Occult 7 if a chant.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitality II'''&lt;br /&gt;
|Potion II&lt;br /&gt;
|The Witch’s Brew you brew with Vitality now grants 2d8 Shield HP in addition to its normal effects.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Poison II'''&lt;br /&gt;
|Witch’s Brew IV, Poison&lt;br /&gt;
|When a creature drinks a Poison, the creature becomes Sickened for 1 hour as well (unless it takes Antidote).&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antidote II'''&lt;br /&gt;
|Poison II&lt;br /&gt;
|Each time you brew potions, also make one Antidote.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Witch’s Brew V'''&lt;br /&gt;
|Vitality II or Antidote II&lt;br /&gt;
|Gain the Overflowing Cauldron ability.&lt;br /&gt;
&lt;br /&gt;
* '''Overflowing Cauldron (1/Week).''' You can make a number of potions equal to your Witch level in place of the normal number of Brews.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Improvised Brew&lt;br /&gt;
|Each time you use Witch’s Brew, choose one primal or occult spell or chant that you can turn into a potion. Produce two additional unmodified potions of that choice.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Signature Brew II'''&lt;br /&gt;
|Signature Brew&lt;br /&gt;
|Your Signature Brews are each upcharged one time if spells, or cast at Occult 7 if chants.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew'''&lt;br /&gt;
|Witch’s Brew V&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Signature Brew&lt;br /&gt;
|Gain the Improvised Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''Improvised Brew (1/Rest).''' When you Recoup, you may re-brew one of your potions, turning it into a different potion.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Improvised Brew II'''&lt;br /&gt;
|Improvised Brew&lt;br /&gt;
|You can use Improvised Brew whenever you Recoup.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reagent III'''&lt;br /&gt;
|Signature Brew II or Improvised Brew II&lt;br /&gt;
|Your Reagent ability allows you to make a number of reagents equal to 1⁄2 your INT.&lt;br /&gt;
|''Witch, Witch’s Brew''&lt;br /&gt;
|-&lt;br /&gt;
|'''Deadly Poison'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a skilled poisoner and unscrupulous nobles and politicians would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Deadly Poison ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deadly Poison (1/Week).''' You can make a deadly poison that models the effects of an occult ritual with the curse tag or a disease that is common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30, then the poison fails. If you succeed, then the poison is potent for 48 hours.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Once a week, you create one dose of the Perfect Poison. This Perfect Poison does not expire, and imbibing this poison kills a creature that has under 100 HP. If a creature has more than 100 HP, it becomes Helpless for 24 hours.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Font of Potions'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a prolific brewer of myriad potions.&lt;br /&gt;
&lt;br /&gt;
All of your potions now have a 1 month potency.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your potions no longer expire.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Miracle Brew'''&lt;br /&gt;
|Reagent III&lt;br /&gt;
|You are known far and wide as a brewer of miraculous cures. Politicians, kings, and scholars would pay top coin for your services.&lt;br /&gt;
&lt;br /&gt;
Gain the Miracle Brew ability.&lt;br /&gt;
&lt;br /&gt;
* '''''Miracle Brew (1/Week).''''' You can make a miracle brew that has the effects of up to three of your Witch’s Brew options, one of which can be considered upcharged one time. It also cures nonmagical poisons and diseases that are common, uncommon, or rare. This takes 12 hours, whereupon you have to make a Brewing check: if you roll less than 30 then the spell fails. If you succeed, then the potion is potent for 48 hours.&lt;br /&gt;
* '''''Level 30:''''' Your Miracle Brew no longer expires.&lt;br /&gt;
|''Witch, Witch’s Brew, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:Aranea2.png|thumb|373x373px]]&lt;br /&gt;
&lt;br /&gt;
=== Aranea Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Through fluke, bargain, bite, or curse, your very Essence has been infused with the strange, otherworldly magicks of arachnids.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Arachnid Familiar'''&lt;br /&gt;
|Witch Entry&lt;br /&gt;
|Your familiar aesthetically looks like a spider regardless of its current form, using silk threads to float on the wind if it is a flying familiar.&lt;br /&gt;
Regardless of its form, it gains a special attack that it can make using its 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Web Spit (1/Recoup):''''' ''Ranged 20 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' Target is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END. The webbing remains on that 5 ft area after the creature is no longer Suppressed. It is Difficult Terrain and is highly flammable. It disintegrates after 10 minutes.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Web Weaver'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|As your affinity with the strange powers of arachnids deepens, you may spend SP to cast lines or nets of webbing.&lt;br /&gt;
Gain the following unique spell. This counts as an occult or primal spell for you depending on the source you chose for&lt;br /&gt;
&lt;br /&gt;
Witch Magic.&lt;br /&gt;
&lt;br /&gt;
'''Aranea's Web'''&lt;br /&gt;
&lt;br /&gt;
''Occult or Primal Spell, Altering, Nature''&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 2&lt;br /&gt;
&lt;br /&gt;
'''SPC:''' 4&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Special&lt;br /&gt;
&lt;br /&gt;
'''Requires:''' Gesture, Visual&lt;br /&gt;
&lt;br /&gt;
'''Duration:''' 10 minutes&lt;br /&gt;
&lt;br /&gt;
The webbing is a 20 ft line originating from you, or a 5 ft radius centered on a point within 40 ft of you.&lt;br /&gt;
&lt;br /&gt;
The webbing is Difficult Terrain. A creature may make a DEX check to ignore Difficult Terrain created by a line by beating a DC of 10 + your END. If they succeed, they are unhindered; if they fail, they fall Prone and lose the rest of their movement from their current action.&lt;br /&gt;
&lt;br /&gt;
When you create a net of webbing, you may make a magic attack against the ANT of each creature in the radius.&lt;br /&gt;
&lt;br /&gt;
On a hit, the creature is Suppressed until it removes the webbing. It may escape the webbing as though escaping being Grappled. The DC is 10 + your END.&lt;br /&gt;
&lt;br /&gt;
All webbing created by this spell is highly flammable. It dissolves after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +4 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Spider Swarm'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|Gain the Spider Swarm ability.&lt;br /&gt;
&lt;br /&gt;
* '''Spider Swarm (1/Recoup).''' For 4 AP, you may cause a swarm of diminutive spiders to wriggle around you in a 10 ft radius. This area is Difficult Terrain for creatures hostile to you. When you crit against a hostile creature in this area, it falls Prone. This swarm lasts for up to 10 minutes, but you can end it at any time for 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Eight Eyes'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you Recoup, you may choose to manifest six more beady black or red eyes on your face. This causes you to suffer a -4 penalty to all Influence skill checks besides Intimidating, but you gain a +4 bonus to all Observation skill checks. You do not suffer TD when targeting a Concealed creature.&lt;br /&gt;
When you Recoup and have this ability active, you may choose to end it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea I: Silk Rope'''&lt;br /&gt;
|Web Weaver&lt;br /&gt;
|When you finish Taking a Rest, you may produce 50 ft of silk rope. This rope is strong enough to support any Large or smaller creature. Rope made in this way dissolves after 24 hours.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Greater Arachnid Familiar'''&lt;br /&gt;
|Arachnid Familiar&lt;br /&gt;
|Your arachnid familiar is unusually strong for a witch familiar. Choose two familiar forms out of flying, crawling, or hunting. Your familiar gains the skills, features, and actions of both selections, and uses the attributes of one of the selections of your choice.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Wall Walker'''&lt;br /&gt;
|Aranea I: Any&lt;br /&gt;
|You gain a climb speed equal to your walking speed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea II: Clinging Silk'''&lt;br /&gt;
|Aranea I: Silk Rope&lt;br /&gt;
|Silk rope that you have made using your Silk Rope talent has a strong adhesive property that you may activate, securely affixing it to a surface that you touch. The rope cannot be removed from such a surface, and it dissolves 1 hour after you adhere it to a surface.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Deadly Swarm'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Spider Swarm&lt;br /&gt;
|When you activate your Spider Swarm, choose one of the following abilities, which remains active for the duration of your swarm. &lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' Hostile creatures in the radius of the swarm have Vulnerable Toxic +1 unless they have Immune Toxic.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Demoralized.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Thousands of spiders cluster up beneath you, elevating you. You ignore Difficult Terrain and Hazardous Terrain that is not the result of a dangerous liquid.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Night Eyes'''&lt;br /&gt;
|Aranea II: Any, Aranea I: Eight Eyes&lt;br /&gt;
|While your Eight Eyes ability is active, you gain +30 ft Darkvision.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea III: Greater Web Weaver'''&lt;br /&gt;
|Aranea II: Any&lt;br /&gt;
|You may use your Web Weaver spell vertically, spreading the radius of your net over an opening or along a wall provided that there are at least two surfaces for the web to stick to. You may climb webbing secured in such a fashion.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Hypnotic Eyes'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|You gain the Hypnotic Eyes ability.&lt;br /&gt;
&lt;br /&gt;
* '''Hypnotic Eyes (1/Catch Breath).''' For 3 AP, make a CHA attack against the WILL of a creature within 30 ft of you. On a hit, that creature is Charmed by you until the end of your next turn. While Charmed in this way, the creature is also Suppressed. You may spend 1 AP on each of your turns to maintain eye contact and extend this effect by 1 round.The creature cannot willingly avert its eyes, but if eye contact is broken by a barrier that would offer Cover or otherwise obstructs your eye contact, the effect ends. One of the creature’s allies may spend 4 AP to blindfold the creature and shake it out of its daze, ending the effect. &lt;br /&gt;
&lt;br /&gt;
If you miss the initial attack, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Fearful Gaze'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|Gain the Fearful Gaze ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fearful Gaze (1/Catch Breath).''' For 3 AP make a CHA attack against the WILL of a creature within 40 ft of you. On a hit, the creature is Broken until the end of your next turn. If you miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IV: Websense'''&lt;br /&gt;
|Aranea III: Any&lt;br /&gt;
|While within 5 ft of your webbing created by Aranea’s Web, you are aware of the exact location of any creature also within 5 ft of your webs provided that you can trace an unbroken line of web between you. If you are aware of an Unseen creature in this way, treat them as if they do not have this condition.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Cascading Swarm'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Deadly Swarm&lt;br /&gt;
|When you activate your Spider Swarm ability, you may also summon a [[Swarm of Spiders]] in an unoccupied space within 10 ft of you. It acts immediately after you in Initiative and follows your mental commands. The swarm remains until you use this ability again or spend 1 AP to dismiss it.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Ceiling Walker'''&lt;br /&gt;
|Aranea IV: Any, Aranea II: Wall Walker&lt;br /&gt;
|You may effortlessly walk on upside-down surfaces such as ceilings.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea V: Grand Web Weaver'''&lt;br /&gt;
|Aranea IV: Any, Aranea III: Greater Web Weaver&lt;br /&gt;
|Your Aranea's Web upcharge feature improves. It becomes:&lt;br /&gt;
'''''Upcharge:''''' ''Depending on your casting choice, +20 ft line or +5 ft radius per +2 SP''&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Charming Eyes'''&lt;br /&gt;
|Aranea V: Any, Aranea IV: Hypnotic Eyes&lt;br /&gt;
|A creature that is Charmed by your Hypnotic Eyes ability is also Demoralized. Hypnotic Eyes becomes 2/Catch Breath.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Unnerving Gaze'''&lt;br /&gt;
|Aranea V; Any, Aranea IV: Fearful Gaze&lt;br /&gt;
|When a creature was Broken by your Fearful Gaze ability, even after the effects wear off, they remain Frightened of you for an additional 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VI: Web Walker'''&lt;br /&gt;
|Aranea V: Any&lt;br /&gt;
|You gain +10 ft speed when moving exclusively along spaces occupied by webbing that you have created from any of your Aranea talents.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Grand Arachnid Familiar'''&lt;br /&gt;
|Aranea VI: Any, Aranea III: Greater Arachnid Familiar&lt;br /&gt;
|Regardless of your familiar's form, it gains a Bite attack that it can use once on each of its turns by spending 1 AP.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' ''Reach 5 ft Natural Weapon.'' +DEX vs ANT. '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage +2 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Venomous Fangs'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|You gain a Bite attack.&lt;br /&gt;
&lt;br /&gt;
* '''''Bite:''''' (2 AP) ''Reach 5 ft Natural Weapon.'' +DEX vs. AR '''Hit:''' 1d4+DEX sharp and 1d4 toxic damage.&lt;br /&gt;
&lt;br /&gt;
If you already had a bite attack, add +1d4 toxic damage to your standard damage with your bite.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VII: Exoskeleton'''&lt;br /&gt;
|Aranea VI: Any&lt;br /&gt;
|Reduce your Endurance threshold by 1, as though your END were 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.&lt;br /&gt;
When you are not wearing armor, increase your AR and physical defenses by +3.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enthralling Eyes'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Charming Eyes&lt;br /&gt;
|Gain the Enthralling Eyes ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enthralling Eyes (2/Rest).''' When you hit a creature with Hypnotic Eyes, you may choose to forego the normal effects of Hypnotic Eyes. Instead, the creature is Enthralled by you for 1 minute.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Enduring Fear'''&lt;br /&gt;
|Aranea VII: Any, Aranea VI: Unnerving Gaze&lt;br /&gt;
|Gain the Enduring Fear ability. &lt;br /&gt;
&lt;br /&gt;
* '''Enduring Fear (2/Rest).'''  When you hit a creature with Fearful Gaze, you may make it Phobic of spiders. It may make a CHA check against a DC of 10 + your magic attribute each time it finishes Taking a Rest, ending the Phobic condition on a successful check.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea VIII: Clinging Webbing'''&lt;br /&gt;
|Aranea VII: Any&lt;br /&gt;
|Creatures Suppressed by your Aranea’s Web spell are also Demoralized and Shaken.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Grand Swarm'''&lt;br /&gt;
|Aranea VIII: Any, Aranea V: Cascading Swarm&lt;br /&gt;
|Gain the Grand Swarm ability. &lt;br /&gt;
&lt;br /&gt;
* '''Grant Swarm (1/Rest).''' When you activate your Spider Swarm, you may choose for it to be a 20 ft radius.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Deadly Fangs'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Venomous Fangs&lt;br /&gt;
|When you hit a creature with your Bite attack, the creature gains Vulnerable Damage +1 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea IX: Greater Exoskeleton'''&lt;br /&gt;
|Aranea VIII: Any, Aranea VII: Exoskeleton&lt;br /&gt;
|Reduce your Endurance threshold by another 1, as though your END were another 3 fewer than it is. When taking this talent you must recalculate your max HP based on the new threshold.&lt;br /&gt;
When you are not wearing armor, increase your AR and physical defenses by +3.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Supreme Arachnid Familiar'''&lt;br /&gt;
|Aranea IX: Any, Aranea VII: Grand Arachnid Familiar&lt;br /&gt;
|Your familiar gains +6 to (DEX) Sneaking and (AWR) Perceiving checks. The Bite attack from the Grand Arachnid Familiar talent becomes: '''Hit:''' 1d2+DEX toxic damage and the target gains Vulnerable Damage 3 until the first time it is hit before the end of your next turn.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Marionette'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|Gain the Aranea's Marionette ability.&lt;br /&gt;
&lt;br /&gt;
* '''Aranea's Marionette (CHA/Rest).''' For 4 AP, make an END attack against the WILL of a creature within 40 ft of you. On a hit, deal 1d8 psychic damage, and create ethereal strands of silk connecting you to the target creature. For the next 1 minute, at the start of each of the target creature’s turns, you may spend 2 Reactive AP to take its first action. You cannot force the creature to expend its rechargeable abilities, but might dictate which direction it moves or force it to make an attack against one of its allies. On a miss, you do not expend this ability.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea X: Spider Senses'''&lt;br /&gt;
|Aranea IX: Any&lt;br /&gt;
|You cannot be Completely Surprised, even while sleeping. Any time you would be Completely Surprised, you are Partially Surprised instead, and any time you would be Partially Surprised, you are not Surprised.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Supreme Swarm'''&lt;br /&gt;
|Aranea X: Any, Aranea IX: Grand Swarm&lt;br /&gt;
|When you activate your Spider Swarm, the additional ability you choose gains another effect, which remains active for the duration of your swarm.&lt;br /&gt;
&lt;br /&gt;
* '''''Arachnid Venom:''''' The radius is Hazardous Terrain (1d2 toxic) to hostile creatures.&lt;br /&gt;
&lt;br /&gt;
* '''''Crawling Skin:''''' Hostile creatures in the radius are Shaken.&lt;br /&gt;
&lt;br /&gt;
* '''''Elevate:''''' Spiders bunch up beneath you, elevating you. You ignore all Hazardous Terrain. Furthermore, as your spiders cluster underneath you, they may elevate you anywhere between 1 ft and 20 ft above the ground. Changing your elevation requires 1 AP.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Paralyzing Terror'''&lt;br /&gt;
|Aranea X: Any, Aranea VIII: Enduring Fear&lt;br /&gt;
|Gain the Paralyzing Terror ability. &lt;br /&gt;
&lt;br /&gt;
* '''Paralyzing Terror (1/Rest).'''  While a creature is Frightened as a result of your Fearful Gaze ability, you may choose for it to also become Paralyzed.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aranea XI: Arachnid Avatar'''&lt;br /&gt;
|Aranea X: Any&lt;br /&gt;
|You gain the following ability: Arachnid Avatar.&lt;br /&gt;
&lt;br /&gt;
* '''Arachnid Avatar (2/Catch Breath).''' For 4 AP, you may transform your body into that of an enormous arachnid. Your face remains identifiable as you, although you gain eight eyes and grotesque fangs while you are in this form (the eyes and fangs offer no mechanical benefit unless you have talents that grant them).&lt;br /&gt;
&lt;br /&gt;
While in this form, you retain your attributes, skill points, talents, spell points, and magic. You lose any weapon attacks that you had, except for natural weapons. You gain the features, actions, and reactive actions of a [[Dire Spider|Dire Spider.]] &lt;br /&gt;
&lt;br /&gt;
Moving costs 1 AP, your Fangs and Pursue actions cost 2 AP, and your Webspit action costs 3 AP.&lt;br /&gt;
&lt;br /&gt;
Once reduced to 0 HP in this form, you revert to your normal form at your previous HP, taking any excess damage that caused you to revert. You may also spend 1 AP on your turn to manually revert.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Talent Weave'''&lt;br /&gt;
|Aranea 13&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Week)''' You may reselect which Aranea talents you know, but must still know Arachnid Familiar, Web Weaver, and Talent Weave.&lt;br /&gt;
|''Witch, Aranea''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Webbing'''&lt;br /&gt;
|Talent Weave&lt;br /&gt;
|Webbing created from your Aranea’s Web spell now dissolves after 24 hours. Furthermore, for 1 AP on each of your turns, you may make a magic attack against the ANT of a creature within 5 ft of your webs. On a hit, the creature is Restrained, and must overcome a DC of 10 + your magic attribute to escape this restraint. It is considered Suppressed by the spell while Restrained in this way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Aranea's Web now has a base SPC of 0.&lt;br /&gt;
|''Witch, Aranea, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Skills&amp;diff=14134</id>
		<title>Skills</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Skills&amp;diff=14134"/>
		<updated>2026-02-24T17:31:39Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
&lt;br /&gt;
When you attempt something that comes with a chance of failure or a negative outcome, your MC might ask you to make an attribute check.&lt;br /&gt;
&lt;br /&gt;
== Attribute Checks ==&lt;br /&gt;
Like attacks, attribute checks involve rolling 1d20 and adding your attribute to the roll. MCs will only ever ask for one of seven attribute checks: STR, DEX, END, AWR, INT, CHA, or LUCK. MCs will not ask for COR attribute checks, given that COR functions differently from the other 7 attributes.&lt;br /&gt;
&lt;br /&gt;
'''Strength (STR) Checks''' can determine whether you succeed at kicking down a door, climbing a wall, or some other feat of strength.&lt;br /&gt;
&lt;br /&gt;
'''Dexterity (DEX) Checks''' might be needed if you run along a precipice or try to nimbly sneak past a guard.&lt;br /&gt;
&lt;br /&gt;
'''Endurance (END) Checks''' represent your ability to withstand extreme weather and march or run for long stretches of time without giving in.&lt;br /&gt;
&lt;br /&gt;
'''Awareness (AWR) Checks''' determine how attuned you are to sensory input. It might help you spot traps or hidden motives.&lt;br /&gt;
&lt;br /&gt;
'''Intellect (INT) Checks''' can show how much you recall or can deduce about learned information, as well as your capacity to quickly encode new data.&lt;br /&gt;
&lt;br /&gt;
'''Charisma (CHA) Checks''' represent your ability to talk your way through social situations by charming or deceiving, and to lead or convince the people around you.&lt;br /&gt;
&lt;br /&gt;
'''Luck (LUCK) Checks''' can represent the twists and turns of fate. If you are looking through a cupboard in an abandoned farmstead for some food, a LUCK check might determine whether you find any.&lt;br /&gt;
&lt;br /&gt;
== Player Skills ==&lt;br /&gt;
Whenever a rule or ability warrants using a specific skill, the rule will signify this mentioning the skill immediately following the attribute, such as CHA/Persuading. A creature without the Persuading skill can still attempt such a check, simply rolling CHA.&lt;br /&gt;
&lt;br /&gt;
While the MC will only ever ask for one of the attribute checks described above, players have the chance to use skills, which give them a greater chance of success under specific circumstances.&lt;br /&gt;
&lt;br /&gt;
You will have a variety of Skill Points granted by your background and your profession. Your lineage and talents will occasionally give you Skill Points as well. You assign these Skill Points to specific skills, such as Balancing, Deceiving, or Distance Running.&lt;br /&gt;
&lt;br /&gt;
When your MC asks you for an attribute check and one of your skills associated with that attribute is situationally relevant, you may add that skill bonus in addition to your attribute.&lt;br /&gt;
&lt;br /&gt;
'''You may never have more than 20 points in a single skill.'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!'''For example''' if Hanniah Sharptooth and Marcus Luxxor are adventuring together and both need to dash after a carriage to catch it before it leaves town, they would need to make STR checks to sprint after it. Assuming they are both level 1, Hanniah and Marcus both have 2 STR. However, Hanniah has +1 in the Sprinting skill. This means that Marcus rolls 1d20+2 (adding his STR), while Hanniah rolls 1d20+3 (adding her STR and her Sprinting skill).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Circumstantial Bonuses ====&lt;br /&gt;
If you perform well on one skill that impacts another skill, then your MC might grant you a circumstantial bonus on the second skill check. This might be as low as a +1 or as high as a +5, depending upon what the MC feels is appropriate to the situation.&lt;br /&gt;
&lt;br /&gt;
==== Skill Crits ====&lt;br /&gt;
When you make an attribute check, if you critically fail, then the worst possible outcome of the scene befalls you. This might range in severity from being publicly embarrassed by a rival socialite to missing a foothold on a sheer cliff and plummeting to your death. If you crit on an attribute check, then you achieve the best outcome that it was feasible for you to achieve. A crit does not defy reality. If you crit on a STR check with the Athletics skill, for example, then you still cannot lift an entire castle, but you might lift more than you have ever managed before.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' No matter how many abilities you have that let you increase your crit range, your crit range can never be larger than 16-20.&lt;br /&gt;
&lt;br /&gt;
== Complete list of skills ==&lt;br /&gt;
Skills are related to a specific attribute and cannot be used with mismatching attributes. Skills are also organized by tags; if you gain an ability that lets you gain a skill with a specific tag, check the Skills by Tag table to see your options. Skills are described in more detail after these tables, although these descriptions are not comprehensive and your MC may allow other applications of these skills if you come up with creative ideas.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Skills followed by an asterisk are tool-dependent, meaning that you cannot utilize them to their fullest extent without the relevant type of tools.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY ATTRIBUTE&lt;br /&gt;
|-&lt;br /&gt;
|STR &lt;br /&gt;
|Applied Force, Athletics, Menacing, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|DEX &lt;br /&gt;
|Balancing, Contorting, Dancing, Sneaking, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|END &lt;br /&gt;
|Distance Running, Forced March&lt;br /&gt;
|-&lt;br /&gt;
|AWR &lt;br /&gt;
|Animal Handling, Eavesdropping, Foraging, Intuiting, Investigating, Navigating*, Perceiving, Sheltering, Tracking&lt;br /&gt;
|-&lt;br /&gt;
|INT &lt;br /&gt;
|Alchemy*, Appraising, Arcana, Art, Astrology, Astronomy, Biology, Brewing*, Calligraphy*, Carpentry*, Cartography*, Chemistry, Cobbling*, Cooking*, Disguising*, Dungeoneering, Economics, Engineering, Evading, Forging*, Geography, Glassblowing*, History, Jeweling*, Law, Leatherworking*, Lockpicking*, Masonry*, Medicine*, Military, Nature, Painting*, Politics of [choose region], Pottery*, Religion [choose one], Sleight of Hand, Smithing*, Weaving*, Woodcarving*, Vehicles [Land], Vehicles [Water]&lt;br /&gt;
|-&lt;br /&gt;
|CHA&lt;br /&gt;
|Deceiving, Empathy, Entertaining, Gossiping, Instrument* [choose one], Intimidating, Leadership, Persuading, Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|LUCK &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
!SKILLS BY CATEGORY&lt;br /&gt;
|-&lt;br /&gt;
|Acrobatics &lt;br /&gt;
|Balancing, Contorting, Tumbling&lt;br /&gt;
|-&lt;br /&gt;
|Athleticism &lt;br /&gt;
|Applied Force, Athletics, Sprinting&lt;br /&gt;
|-&lt;br /&gt;
|Crafting &lt;br /&gt;
|Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
|-&lt;br /&gt;
|Influence &lt;br /&gt;
|Deceiving, Empathy, Gossiping, Intimidating, Leadership, Persuading&lt;br /&gt;
|-&lt;br /&gt;
|Knowledge &lt;br /&gt;
|Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one], Vehicles* [land], Vehicles* [water]&lt;br /&gt;
|-&lt;br /&gt;
|Luck &lt;br /&gt;
|Fortuity, Scavenging&lt;br /&gt;
|-&lt;br /&gt;
|Observation &lt;br /&gt;
|Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
|-&lt;br /&gt;
|Performance &lt;br /&gt;
|Dancing, Entertaining, Instrument* [choose one], Savoir Faire&lt;br /&gt;
|-&lt;br /&gt;
|Stamina &lt;br /&gt;
|Distance Running, Forced March, Menacing&lt;br /&gt;
|-&lt;br /&gt;
|Subterfuge &lt;br /&gt;
|Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|Survival &lt;br /&gt;
|Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Alchemy*:''' ''INT, Crafting;'' You may use this skill when trying to recall intellectual information about the practice of alchemy, and doing so does not require any tools. &amp;lt;blockquote&amp;gt;'''Brewing Potions'''&lt;br /&gt;
&lt;br /&gt;
If you have the appropriate tools, you can attempt to brew potions. &lt;br /&gt;
&lt;br /&gt;
Potion creation takes 2 hours of uninterrupted work, which can be done when you are Taking a Rest. Healing potion creation DCs are cumulative.&lt;br /&gt;
&lt;br /&gt;
For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure.&lt;br /&gt;
&lt;br /&gt;
All healing potions share a common ingredient derived from the Embercap Mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both. &lt;br /&gt;
&lt;br /&gt;
If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost. Healing potions are considered magical, and appear as primal alchemy magic to any magical abilities that can detect an item’s Source or function.&lt;br /&gt;
&lt;br /&gt;
Unconscious or Helpless creatures cannot be administered potions.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Healing Potion Table&lt;br /&gt;
!Name&lt;br /&gt;
!Cost&lt;br /&gt;
!Material Cost&lt;br /&gt;
!Creation DC&lt;br /&gt;
!Effect&lt;br /&gt;
!Expiration&lt;br /&gt;
|-&lt;br /&gt;
|'''Herbal Potion'''&lt;br /&gt;
|25 sc&lt;br /&gt;
|15 sc&lt;br /&gt;
|Medicine 10&lt;br /&gt;
|The imbiber gains HP equal to 1 + the potion creator's Medicine skill. (1/Rest) &lt;br /&gt;
|12 hours&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Vial'''&lt;br /&gt;
|50 sc&lt;br /&gt;
|40 sc&lt;br /&gt;
|Alchemy 15&lt;br /&gt;
| +1d4 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Potion'''&lt;br /&gt;
|250 sc&lt;br /&gt;
|200 sc&lt;br /&gt;
|Alchemy 20&lt;br /&gt;
| +2d4+2 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Healing Elixir'''&lt;br /&gt;
|500 sc&lt;br /&gt;
|400 sc&lt;br /&gt;
|Alchemy 25&lt;br /&gt;
| +4d4+4 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Greater Healing Elixir''' &lt;br /&gt;
|1500 sc&lt;br /&gt;
|1250 sc&lt;br /&gt;
|Alchemy 30&lt;br /&gt;
| +8d4+8 HP&lt;br /&gt;
|1 week&lt;br /&gt;
|-&lt;br /&gt;
|'''Grand Healing Elixir'''&lt;br /&gt;
|3000 sc&lt;br /&gt;
|2500 sc&lt;br /&gt;
|Alchemy 45&lt;br /&gt;
|Heals its imbiber completely, but the imbiber becomes intoxicated, gaining the Shaken condition until they Take a Rest. &lt;br /&gt;
|1 week&lt;br /&gt;
|}&lt;br /&gt;
'''Animal Handling:''' ''AWR, Survival;'' You might use this skill when riding a mount or when trying to train an animal that views you as a friendly creature.&lt;br /&gt;
&lt;br /&gt;
'''Applied Force:''' ''STR, Athleticism;'' You can use this skill to break down doors, use a crowbar to leverage heavy weights, and similar applications of pure strength with or without a mechanism to assist you.&lt;br /&gt;
&lt;br /&gt;
'''Appraising:''' ''INT, Observation;'' This skill can help you determine how valuable something is or whether the materials are genuine. If you also have a Crafting skill, your MC might let you use that skill when appraising a particular craft, or even let you make an INT/ Appraising check and a skill check using that Crafting skill, taking the higher.&lt;br /&gt;
&lt;br /&gt;
'''Arcana:''' ''INT, Knowledge;'' You can use this skill when trying to recall information related to planar entities or factual information about any of the five Sources of Magic. You can also use this skill to manipulate magical devices.&lt;br /&gt;
&lt;br /&gt;
'''Art:''' ''INT, Knowledge;'' This skill can help you determine factual information about art, such as the materials used or the message that the artist was trying to convey. Your MC might also let you add 1⁄2 your Art skill when trying to produce art, although if you have any points in a Crafting skill, you are more likely to just use that skill.&lt;br /&gt;
&lt;br /&gt;
'''Astrology:''' ''INT, Knowledge;'' You can use this skill when recalling information about astrological symbols and their significance. Your MC might rule that you can make an INT/Astrology check to give you a circumstantial bonus on a CHA/Empathy check or an AWR/Intuiting check when interacting with someone, as your understanding of their astrological signs might lend you insight into their character or unconscious motives.&lt;br /&gt;
&lt;br /&gt;
'''Astronomy:''' ''INT, Knowledge;'' You might use this skill whenever you want to recall or infer information related to space and the orbit of planets, satellites, and the like. Your MC might let you add 1⁄2 your Astronomy when trying to navigate, although if you have the Navigating skill you are likely to use that instead.&lt;br /&gt;
&lt;br /&gt;
'''Athletics:''' ''STR, Athleticism;'' This skill represents your general athletic capacity. When climbing or swimming, and at your MC’s discretion when jumping, you might use this skill. If you have a climb speed or a swim speed, this skill will not come up as often.&lt;br /&gt;
&lt;br /&gt;
'''Balancing:''' ''DEX, Acrobatics;'' You might use this skill when traversing tricky and narrow terrain, such as the lip of a cliff or the pinnacle of a rooftop.&lt;br /&gt;
&lt;br /&gt;
'''Biology:''' ''INT, Knowledge;'' This skill will help you to recall or research any information related to biological studies. Your MC may allow you to make an INT/Biology check to gain a circumstantial bonus when making an INT/Nature check or an AWR/Animal Handling check.&lt;br /&gt;
&lt;br /&gt;
'''Brewing*:''' ''INT, Crafting;'' If you have the appropriate tools, you can attempt to brew craft beers, wines, or spirits. Your MC might also allow you to attempt to make potions, using 1⁄2 of your Brewing skill in place of Alchemy. You may use this skill when trying to recall or discern intellectual information about the practice of brewing, and doing so does not require any tools.&lt;br /&gt;
&lt;br /&gt;
'''Calligraphy*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful calligraphic works.&lt;br /&gt;
&lt;br /&gt;
'''Carpentry*:''' ''INT, Crafting.'' When equipped with the relevant tools, you can use this skill to build or repair houses and other structures made primarily of wood.&lt;br /&gt;
&lt;br /&gt;
'''Cartography*:''' ''INT, Crafting;'' When equipped with the relevant tools, you can use this skill to accurately map out regions or cities.&lt;br /&gt;
&lt;br /&gt;
'''Chemistry:''' ''INT, Knowledge;'' You can use this skill to recall or research any information related to chemistry and chemical studies.&lt;br /&gt;
&lt;br /&gt;
'''Cobbling*:''' ''INT, Crafting;'' If you have the appropriate time and tools, you can use this skill to repair shoes or make new ones.&lt;br /&gt;
&lt;br /&gt;
'''Contorting:''' ''DEX, Acrobatics;'' This skill allows you to contort your body and squeeze through spaces that would otherwise be too tight for a creature of your size. Especially tight contortions will be more difficult during combat.&lt;br /&gt;
&lt;br /&gt;
'''Cooking*:''' ''INT, Crafting;'' Given the appropriate time and tools, you can use this skill to cook delicious food. You can also make checks to determine the quality or sourcing of food and similar cooking-related topics, regardless of whether you have tools.&lt;br /&gt;
&lt;br /&gt;
'''Dancing:''' ''DEX, Performance;'' You can use this skill to put on entertaining dance performances.&lt;br /&gt;
&lt;br /&gt;
'''Deceiving:''' ''CHA, Influence;'' You might use this skill when trying to mislead someone, tell half-truths, or outright lie in a convincing way.&lt;br /&gt;
&lt;br /&gt;
'''Disguising*:''' ''INT, Subterfuge;'' Provided that you have the relevant tools, such as makeup, a costume, hair dye, a wig, or similar cosmetics, you can use this skill to disguise yourself. Disguises made under duress will be more difficult than disguises made in leisure.&lt;br /&gt;
&lt;br /&gt;
'''Distance Running:''' ''END, Stamina;'' This skill can help you keep up a steady running pace over a prolonged amount of time, allowing you to cover vast distances.&lt;br /&gt;
&lt;br /&gt;
'''Dungeoneering:''' ''INT, Survival;'' When exploring a dungeon or subterranean area, you might use this skill to recall information about the area, to make logical inferences, or to know how best to use your gear.&lt;br /&gt;
&lt;br /&gt;
'''Eavesdropping:''' ''AWR, Observation;'' You can use this skill when you want to overhear key information that other people are discussing without yourself being part of the conversation. After you succeed on an AWR/Eavesdropping check, your MC might award you a bonus to a check with the influence tag, given your better understanding of the social situation.&lt;br /&gt;
&lt;br /&gt;
'''Economics:''' ''INT, Knowledge;'' This skill can help you recall or deduce information about the economy in a settled area and to better understand economic theory.&lt;br /&gt;
&lt;br /&gt;
'''Empathy:''' ''CHA, Influence;'' You can use this skill to make other people feel seen and understood, as well as helping you understand what people are feeling.&lt;br /&gt;
&lt;br /&gt;
'''Engineering:''' ''INT, Knowledge;'' This skill allows you to improve your knowledge in various types of engineering (architectural, mechanical, etc).&lt;br /&gt;
&lt;br /&gt;
'''Entertaining:''' ''CHA, Performance;'' You can use this skill when you want to captivate a crowd by making a public performance of any kind.&lt;br /&gt;
&lt;br /&gt;
'''Evading:''' ''INT, Subterfuge;'' You can use this skill to practice the art of hiding in plain sight. By knowing what people look for, you can avoid detection by changing your gait, sticking to crowded areas, or otherwise throwing off those that look for you.&lt;br /&gt;
&lt;br /&gt;
'''Foraging:''' ''AWR, Survival;'' You might use this skill when looking for food in the wilderness or finding ingredients.&lt;br /&gt;
&lt;br /&gt;
'''Forced March:''' ''END, Stamina;'' You can use this skill when trying to push beyond the normal travel pace that you could manage in a day, whether by walking a greater distance or by walking a normal distance with a greater load.&lt;br /&gt;
&lt;br /&gt;
'''Forging*:''' ''INT, Subterfuge;'' This skill can help you replicate signatures or create official- looking documents. If you do well on an INT/Forging check, then your MC will likely give you a circumstantial bonus to INT/Disguising or CHA/Savoir Faire checks.&lt;br /&gt;
&lt;br /&gt;
'''Fortuity:''' ''LUCK;'' Fortuity represents the likelihood that good things just happen to you. If your MC asks you to make a LUCK check to determine the likelihood of a positive outcome, you can add your Fortuity.&lt;br /&gt;
&lt;br /&gt;
'''Geography:''' ''INT, Knowledge;'' You can use this skill when trying to remember where you are in relation to somewhere else, or when you want to deduce information about common geographical patterns in an area.&lt;br /&gt;
&lt;br /&gt;
'''Glassblowing*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create stunning artistic glasswork, such as dining plates and even glass musical instruments.&lt;br /&gt;
&lt;br /&gt;
'''Gossiping:''' ''CHA, Influence;'' You can use this skill to seed real or false information about a person, event, etc. among populated areas.&lt;br /&gt;
&lt;br /&gt;
'''History:''' ''INT, Knowledge;'' This skill reflects your capacity for remembering historical events and your ability to quickly research historical events when given access to a library, university, or the like. Your MC might let you use this skill in tandem with another Knowledge skill when researching a particular field of knowledge, making an INT/History check and an INT check of the relevant knowledge type.&lt;br /&gt;
&lt;br /&gt;
'''Instrument*:''' ''CHA, Performance;'' When you gain points in this skill, specify one type of instrument. When you have that instrument, you can use this skill to make better performances with that instrument. Your MC might rule that you can apply 1⁄2 of your Skill Points to related instruments; for example, if you have Instrument [Lute] +6, then your MC might allow you to play a banjo with a +3 bonus.&lt;br /&gt;
&lt;br /&gt;
'''Intimidating:''' ''CHA, Influence;'' You can use this skill when trying to peel back someone’s psyche and frighten them into cooperating with you.&lt;br /&gt;
&lt;br /&gt;
'''Intuiting:''' ''AWR, Observation;'' This skill helps you assess when someone is being honest or if they might be hiding something.&lt;br /&gt;
&lt;br /&gt;
'''Investigating:''' ''AWR, Observation;'' You might use this skill when looking for physical clues at a crime scene, or when looking for a secret door or hidden compartment in a room.&lt;br /&gt;
&lt;br /&gt;
'''Jeweling*:''' ''INT, Crafting;'' When you have the appropriate tools, this skill can help you create gorgeous works of jewelry. Your MC might allow you to use your Jeweling skill in place of Appraising when you want to assess the value of a piece of jewelry.&lt;br /&gt;
&lt;br /&gt;
'''Law:''' ''INT, Knowledge;'' You can use this skill when you want to recall or acquire information about the legal system in a settled area. You might also use this skill, along with the Entertaining and Persuading skills, to win a case in court.&lt;br /&gt;
&lt;br /&gt;
'''Leadership:''' ''CHA, Influence;'' You might use this skill to bolster the resolve of a discouraged person or group of people, or to exert your status and influence over various officials and convince them to follow your commands.&lt;br /&gt;
&lt;br /&gt;
'''Lockpicking*:''' ''INT, Subterfuge;'' When you have a set of lockpicks, you can use this skill to attempt picking any nonmagically sealed lock.&lt;br /&gt;
&lt;br /&gt;
'''Masonry*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to carve rock into sculptures or architectural stonework.&lt;br /&gt;
&lt;br /&gt;
'''Medicine*:''' ''INT, Knowledge;'' You can use this skill when trying to recall factual information about medicines, diseases, and the like, which can help you diagnose someone’s symptoms. If you have bandages, you can make an INT/Medicine check to remove the Bleeding condition from a creature. Attempting this costs 3 AP, and unless otherwise specified from the source of the Bleeding condition, the DC is 14 + the amount of Bleeding damage. If you have the proper medicines, you can attempt to treat someone with a disease. The DC for this treatment, as well as the types of medicine that you need, will be mentioned in the disease’s description.&lt;br /&gt;
&lt;br /&gt;
'''Menacing:''' ''STR, Stamina;'' You can use this skill when trying to physically intimidate someone through a show of force.&lt;br /&gt;
&lt;br /&gt;
'''Military:''' ''INT, Knowledge;'' This skill will help you know the proper terminology when speaking with members of a military and can help you when trying to recall information about a military institution.&lt;br /&gt;
&lt;br /&gt;
'''Nature:''' ''INT, Survival;'' You might use this skill when trying to differentiate between edible and toxic mushrooms, recalling the behavior of wolf packs, or other information about the natural world.&lt;br /&gt;
&lt;br /&gt;
'''Navigating*:''' ''AWR, Survival;'' If you have a compass, astrolabe, sextant, or even just a map, you can use this skill to find your way through an otherwise confusing area of wilderness. Your MC might rule that you can make this check without the relevant tools, but the DC will be higher.&lt;br /&gt;
&lt;br /&gt;
'''Painting*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to create beautiful paintings.&lt;br /&gt;
&lt;br /&gt;
'''Perceiving:''' ''AWR, Observation;'' You might make use of this skill when relying on sensory input such as scanning a tree line for enemies, looking for concealed weapons, listening for footsteps, or trying to identify a strange odor.&lt;br /&gt;
&lt;br /&gt;
'''Persuading:''' ''CHA, Influence;'' You can use this skill when trying to influence someone through sound arguments or emotional appeal.&lt;br /&gt;
&lt;br /&gt;
'''Politics:''' ''INT, Knowledge;'' When you take this skill, choose a specific region. Your MC will determine whether this should be a single city or a whole nation, based on the campaign they intend to run. When making INT checks related to the politics of that region, you can add this skill. When making INT checks related to the politics of another region, you can add 1⁄2 this skill.&lt;br /&gt;
&lt;br /&gt;
'''Pottery*:''' ''INT, Crafting;'' When you have the appropriate clay and tools, you can use this skill to make decorative and functional pottery.&lt;br /&gt;
&lt;br /&gt;
'''Religion:''' ''INT, Knowledge;'' When you take this skill, choose a specific religion. You could pick one of the pantheons listed in Appendix A, or work with your MC to come up with another religious tradition. When making INT checks related to the customs and beliefs of that religion, you can add this skill. When making INT checks related to the customs and beliefs of any other religion, you can add 1⁄2 this skill.&lt;br /&gt;
&lt;br /&gt;
'''Savoir Faire:''' ''CHA, Performance;'' You can use this skill to fit into any sort of situation. You can appear at home both with peasants and with aristocrats.&lt;br /&gt;
&lt;br /&gt;
'''Scavenging:''' ''LUCK;'' You can use this skill when trying to find food or supplies in an abandoned area. Your MC might also allow you to use this skill to determine how much loot you find on a body.&lt;br /&gt;
&lt;br /&gt;
'''Sheltering:''' ''AWR, Survival;'' You might use this skill when you are in the wilderness to find a cave, hollow tree, or rocky bluff that can offer shelter from the elements.&lt;br /&gt;
&lt;br /&gt;
'''Sleight of Hand:''' ''INT, Subterfuge;'' You can use this skill when attempting to pickpocket someone, or when trying to keep an item undiscovered as you are patted down.&lt;br /&gt;
&lt;br /&gt;
'''Smithing*:''' ''INT, Crafting;'' When you have the appropriate metal and tools, you can use this skill to make wrought iron artistic works or to repair metal tools, weapons, and armor.&lt;br /&gt;
&lt;br /&gt;
'''Sneaking:''' ''DEX, Survival;'' You could use this skill when skulking about and trying to remain physically out of sight.&lt;br /&gt;
&lt;br /&gt;
'''Sprinting:''' ''STR, Athleticism;'' You can use this skill when attempting to cover a small distance in an incredibly short amount of time. This is usually not applicable in normal combat, but might be used in a chase sequence.&lt;br /&gt;
&lt;br /&gt;
'''Tracking:''' ''AWR, Survival;'' You can use this skill when you are trying to follow a creature’s trail.&lt;br /&gt;
&lt;br /&gt;
'''Tumbling:''' ''DEX, Acrobatics;'' This skill helps you fall in such a way that you do not get hurt. In addition to allowing you to add dramatic flair to any performance you might put on, if you fall 40 ft or less, you can make a Tumbling check with a DC equal to the amount of feet you fell. If you succeed, halve the damage you would take and move 5 ft in a direction of your choice when you land.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Land)*:''' ''INT, Knowledge;'' You can use this skill to efficiently use land vehicles such as carriages or war carts.&lt;br /&gt;
&lt;br /&gt;
'''Vehicles (Water)*:''' ''INT, Knowledge;'' You can use this skill to operate water vehicles, such as sailboats or galleons, with greater efficiency.&lt;br /&gt;
&lt;br /&gt;
'''Weaving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to make textile goods such as clothing and blankets.&lt;br /&gt;
&lt;br /&gt;
'''Woodcarving*:''' ''INT, Crafting;'' When you have the appropriate tools, you can use this skill to whittle toys, fletch arrows, repair a wagon wheel, and the like.&lt;br /&gt;
&lt;br /&gt;
=== Optional Crafting Rules ===&lt;br /&gt;
If your MC decides, you might use these rules when making any Crafting check.&lt;br /&gt;
&lt;br /&gt;
You can make one check per day with a Crafting skill. Your checks made with the same Crafting skill are cumulative (e.g., if you roll Woodcarving 9 on one day and Woodcarving 14 on the next day, your cumulative total is 23).&lt;br /&gt;
&lt;br /&gt;
You can create a good of the appropriate type (such as leather armor if you use Leatherworking) once your cumulative number is double the sc of the object that you want to make. Once you make this object, reset your cumulative crafting score to 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated v1.2''&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=14068</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=14068"/>
		<updated>2025-10-23T06:39:04Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[File:Dwarf Vessel.png|thumb|Dungrel Razevow, magic thief]]&lt;br /&gt;
''&amp;lt;big&amp;gt;&amp;quot;The gods themselves handle their power irresponsibly. Why any would put their faith in such fickle beings is utterly beyond me. If you want something done right, do it yourself.&amp;quot; - Dungrel Razevow, magic thief&amp;lt;/big&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
You have always known that something is not right with the world. Deity and demon alike seem utterly concerned with their own plans and care not for the mortal world. In response, you have grown increasingly bitter and have finally taken it upon yourself to rewrite the world as you see fit. By siphoning power from gods and planar entities, you will become a god in your own right, and will act with more justice and care than any before you. &lt;br /&gt;
&lt;br /&gt;
Being a vessel is a dangerous affair. You are constantly stealing traces of power from tremendous, unfathomable planar entities. In doing so, you run the risk of their retaliation. How do you recognize your own role in the grand scheme of the cosmos? Do you steal power with a sense of resignation that one day you will be caught and punished, or do you boldly believe that eventually you might become as powerful as a demigod yourself? Do you steal from many different gods to hide your tracks, or do you find yourself returning to the same deity over and over?&lt;br /&gt;
&lt;br /&gt;
Would you ever enter into some form of mutual agreement with a deity in exchange for a reliable stream of power, or is this too limiting for your aspirations? What exactly do you hope to achieve from taking godly power into your own hands? If you pursue some kind of abstract moral goal, how will you know when you have achieved it? How much power do you need from the gods in order to achieve this goal, and is there truly no safer way to do so?&lt;br /&gt;
&lt;br /&gt;
Or, maybe you steal from the gods just because you like it.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Vessel Tracks/Talents&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Antiessence Track|Antiessence.]]''' You channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
[[Vessel#Divine Icon Talents|'''Divine Icons'''.]] Through thievery or trickery, you gain access to one or more divine icons, siphoning power from the gods.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Planar Thievery Track|Planar Thievery.]]''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
[[Vessel#Soul Graft Track|'''Soul Graft'''.]] You use the external energy that you have attached to your soul to enhance your physical stamina far beyond what you could naturally achieve.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Demon Soul Track|Demon Soul.]]''' ''Harker's Guide to Vampire Hunting.'' You have invited a fiend to dwell within you in a tense, cosmic symbiosis. Keeping its needs satiated can be challenging, but the rewards are great.&lt;br /&gt;
&lt;br /&gt;
'''[[Vessel#Nightcomer Track|Nightcomer.]]''' ''Harker's Guide to Vampire Hunting.'' As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.&lt;br /&gt;
&lt;br /&gt;
== Core Subclass Tracks ==&lt;br /&gt;
&lt;br /&gt;
=== Vessel Entry Talent ===&lt;br /&gt;
After gaining the Vessel Entry talent, you can take talents from any of the Vessel subclass tracks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Vessel Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry talent, you gain the following benefits.&lt;br /&gt;
'''Divine Icon.''' Choose one Divine Icon from the Cleric stack. Gain one of that Icon’s abilities.&lt;br /&gt;
&lt;br /&gt;
'''Surge of Vitality.''' Gain the Surge of Vitality ability. &lt;br /&gt;
&lt;br /&gt;
* '''Surge of Vitality (2/Rest).''' If Bloodied, you may spend 2 AP to regain 1d4+CHA HP. &lt;br /&gt;
&lt;br /&gt;
'''Initiate.''' Gain the Initiate of the Occult talent if you did not already have it. If you already had it, gain +5 SP and +1 Occult Power instead. CHA is your magic attribute. &lt;br /&gt;
&lt;br /&gt;
'''Occult Power.''' Each time you level up and spend your Talent Point on a vessel talent, you gain +5 SP and +1 Occult Power.&lt;br /&gt;
&lt;br /&gt;
'''Soul Sacrifice.''' Some talents in the Vessel stack have the soul sacrifice tag. When you take a talent with this tag, you lose the ability to ever be resurrected by any means, as your soul has suffered too much alteration to function as a normal soul would.&lt;br /&gt;
|''Vessel, Class Entry''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Antiessence Track ===&lt;br /&gt;
[[File:AntiEssenceTrack.png|center|frameless|547x547px|Antiessence Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. Gain the Antiessence Aura ability.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Aura (END/Rest).''' Spend 3 AP to activate an aura on your turn. The Aura lasts for 1 minute or until you choose to end it early for 0 AP. Your Aura’s radius is 10 ft. Your aura imposes 1 TD on all hostile creatures within it.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|Choose one type of elemental or energy damage: cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic.&lt;br /&gt;
&lt;br /&gt;
When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
&lt;br /&gt;
* '''''Aura of Vulnerability.''''' Take 1d6 damage of the type you chose. You cannot negate or reduce this damage in any way. Your Antiessence Aura imposes Vulnerable 1 of the same type of damage. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol'''&lt;br /&gt;
|Vulnerability&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.&lt;br /&gt;
&lt;br /&gt;
* '''''Aura Avoidance.''''' The creature makes an END roll against a DC of your magic attribute+10. &lt;br /&gt;
&lt;br /&gt;
On a failure, it takes 1d4 damage of the type you chose for Vulnerability. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura lasts for 2 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll.&lt;br /&gt;
&lt;br /&gt;
'''''Aura Avoidance.''''' The creature makes an END roll against a DC of your magic attribute+10. &lt;br /&gt;
&lt;br /&gt;
On a failure, it is Shaken until the start of its next turn. If you have other talents that require an Aura Avoidance roll, the creature makes one roll against all abilities. Taking all effects on a failure.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation'''&lt;br /&gt;
|Vulnerability or Terror&lt;br /&gt;
|Hostile creatures in your Aura suffer -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura II'''&lt;br /&gt;
|Antiessence 4&lt;br /&gt;
|Gain the Essence Exertion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Essence Exertion.''' While Recouping, you may take 1d10 damage to regain one use of your Aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability II'''&lt;br /&gt;
|Antiessence Aura II, Vulnerability&lt;br /&gt;
|''Repeatable.'' Choose another type of elemental or energy damage.&lt;br /&gt;
Your Antiessence Aura imposes Vulnerable 1 for this damage type as well.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol II'''&lt;br /&gt;
|Vulnerability II or Terror II; Vitriol&lt;br /&gt;
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take 1⁄2 damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Prolong&lt;br /&gt;
|Your Aura lasts for 3 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror II'''&lt;br /&gt;
|Antiessence Aura II, Terror&lt;br /&gt;
|Gain the Terrorize ability.&lt;br /&gt;
&lt;br /&gt;
* '''Terrorize (2/Recoup).''' Spend 2 AP to cause a creature that is Shaken from your Aura to become Frightened of you until the end of their next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation II'''&lt;br /&gt;
|Vulnerability II or Terror II; Trepidation &lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Extend&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura III'''&lt;br /&gt;
|Antiessence 8&lt;br /&gt;
|When you become Bloodied, you may activate your Aura for 0 Reactive AP. If the creature that Bloodied you is in the radius of your Aura, then they take 1d12 damage of a type that you chose with a Vulnerability talent. If you have no Vulnerability talents, then the damage is necrotic.&lt;br /&gt;
|''Vessel, Antiessence, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability III'''&lt;br /&gt;
|Antiessence Aura III, Vulnerability II&lt;br /&gt;
|You may choose not to take damage when you activate Aura of Vulnerability, but if you do take damage, a creature of your choice in your Aura takes the same damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol III'''&lt;br /&gt;
|Vulnerability III or Terror III; Vitriol II&lt;br /&gt;
|Your Aura exudes destructive, reddish mist that imposes the Concealed condition on all creatures in the aura. However, you ignore Concealed when it is caused by this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong  III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Prolong II&lt;br /&gt;
|''Repeatable.'' Your Aura lasts for +1 minute.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability IV'''&lt;br /&gt;
|Prolong III or Extend III; Vulnerability III&lt;br /&gt;
|If you take damage when you use Aura of Vulnerability, a number of creatures within the aura up to 1⁄2 END take the damage as well.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Vitriol III&lt;br /&gt;
|Your Vitriol damage also deals 1d4 damage of a different type. Choose any elemental or energy type each time you cast the aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror III'''&lt;br /&gt;
|Antiessence Aura III, Terror II&lt;br /&gt;
|Terrorize is END/Recoup.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation III'''&lt;br /&gt;
|Vulnerability III or Terror III; Trepidation II&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
| '''Extend III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Extend II&lt;br /&gt;
|''Repeatable.'' Your Aura’s radius expands by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror IV'''&lt;br /&gt;
|Prolong III or Extend III; Terror III&lt;br /&gt;
|Gain the Break Will ability.&lt;br /&gt;
&lt;br /&gt;
* '''Break Will (1/Rest).''' Spend 3 AP to make a magic attack against the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Trepidation III&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Rupture'''&lt;br /&gt;
|Vitriol IV or Trepidation IV&lt;br /&gt;
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Rupture (1/Rest).''' The area within your Aura is Hazardous Terrain (1d4 necrotic, 1d4 fire) for all other creatures and hostile creatures in the Aura are Sickened. Any area that was in the Aura at any point during its duration remains Difficult Terrain even after the Aura moves on or fades. Any area that was in the aura at any point is also corrupted: Plant life withers, and vegetation cannot grow normally there for a year.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Antiessence Aura no longer has a recharge.&lt;br /&gt;
|''Vessel, Antiessence, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Planar Thievery Track ===&lt;br /&gt;
[[File:PlanarThieveryTrack.png|center|frameless|550x550px|Planar Thievery Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Gain the Cancel Spell occult spell. You can innately cast this unique spell 2/Rest.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|'''Cancel Spell'''&lt;br /&gt;
&amp;lt;u&amp;gt;Tags&amp;lt;/u&amp;gt;: ''Occult, Spell, Warding''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;APC&amp;lt;/u&amp;gt;: 2 Reactive AP, which you spend when another creature within range casts a spell&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Range&amp;lt;/u&amp;gt;: 60 ft&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Requires&amp;lt;/u&amp;gt;: Visual, Line of Effect&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Duration&amp;lt;/u&amp;gt;: Instantaneous&lt;br /&gt;
&lt;br /&gt;
Make a magic attribute check; the caster who triggered this spell does the same. If the caster can cast divine magic or arcane magic, you add +2 to your roll. If they can cast primal magic or psionic magic,  then they add +2. If they cast can cast occult magic, roll unmodified. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. If you roll lower, then their spell succeeds and you lose 2d6 SP. &lt;br /&gt;
|}&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft'''&lt;br /&gt;
|Cancel Spell&lt;br /&gt;
|For 1 minute after you cast Cancel Spell, you deal +1d4 psychic damage on the first occult spell or chant attack that you make on your turn, provided that the attack only targets one creature.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft II'''&lt;br /&gt;
|Energy Theft&lt;br /&gt;
|Energy Theft works on all occult spell and chant attacks for 1 minute after you cast Cancel Spell.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell II'''&lt;br /&gt;
|Energy Theft II&lt;br /&gt;
|Cancel Spell recharges 1⁄2 INT/Rest.&lt;br /&gt;
&lt;br /&gt;
When you cancel a spell, you can then cast that spell 1 time before the next time you use Cancel Spell, spending the spell’s normal SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft'''&lt;br /&gt;
|Cancel Spell II&lt;br /&gt;
|The next time you use magic or make a weapon attack after using Cancel Spell, it costs 1 fewer AP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft II'''&lt;br /&gt;
|Stamina Theft&lt;br /&gt;
|When you use Cancel Spell, you may use Stamina Theft.&lt;br /&gt;
&lt;br /&gt;
* '''Stamina Theft (2/Rest).''' The target creature loses 1 AP or 1 monster action. Gain +2 AP at the start of your next turn.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell III'''&lt;br /&gt;
|Stamina Theft II&lt;br /&gt;
|Cancel Spell recharges INT/Rest.&lt;br /&gt;
&lt;br /&gt;
When you use Cancel Spell, you have +4 against casters who use arcane magic or divine magic. You can use the spell that you canceled any number of times, spending normal SP each time, until you Take a Rest or use Cancel Spell again.&lt;br /&gt;
|''Vessel, Planar Thievery, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Crackling Field&lt;br /&gt;
|You can drain the Essence from a magical item, using the Siphon ability.&lt;br /&gt;
&lt;br /&gt;
* '''Siphon (1/Rest).''' Touch an unbonded magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC equals the item’s Essence +1d6. On a hit, it loses all magical properties. Gain SP equal to 1⁄2 the item’s Essence and gain the item’s properties until you Take a Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Essence Siphon&lt;br /&gt;
|You can mix your multiple sources of power together to great effect. On your turn, you may use the Crackling Field ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crackling Field (1⁄2 INT/Rest).''' Once on your turn for 0 AP, for each of the following that you have used this turn, your mental defenses increase by +1 until the end of your next turn.&lt;br /&gt;
&lt;br /&gt;
• Occult Magic.&lt;br /&gt;
&lt;br /&gt;
• Divine Magic.&lt;br /&gt;
&lt;br /&gt;
• Primal Magic.&lt;br /&gt;
&lt;br /&gt;
• Psionic Magic.&lt;br /&gt;
&lt;br /&gt;
• Arcane Magic.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Magic” ability.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Energy” ability.&lt;br /&gt;
&lt;br /&gt;
• “Surge of Vitality” ability.&lt;br /&gt;
&lt;br /&gt;
• Divine Icon.&lt;br /&gt;
&lt;br /&gt;
• Aura.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft III'''&lt;br /&gt;
|Planar Thievery 8&lt;br /&gt;
|If you used Cancel Spell on a spell that would deal damage, Energy Theft also deals +1d4 damage of that type.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft III'''&lt;br /&gt;
|Energy Theft III&lt;br /&gt;
|Stamina Theft becomes 1⁄2 INT/Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon II'''&lt;br /&gt;
|Stamina Theft III, Essence Siphon&lt;br /&gt;
|Siphon becomes a max of 15 Essence, and you regain SP equal to the Essence instead of 1⁄2 the Essence.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field II'''&lt;br /&gt;
|Stamina Theft III, Crackling Field&lt;br /&gt;
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field now increases your physical defenses as well.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell IV'''&lt;br /&gt;
||Planar Thievery 11&lt;br /&gt;
|If you fail the contested roll from Cancel Spell, you no longer lose SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell V'''&lt;br /&gt;
|Cancel Spell IV&lt;br /&gt;
|Gain the Unequivocate ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unequivocate (1/Rest).''' When making a contested roll from Cancel Spell, you can force the other creature to roll 2d20 and take the lower.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon III'''&lt;br /&gt;
|Cancel Spell V, Essence Siphon II&lt;br /&gt;
|Siphon becomes 1⁄2 INT/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Deplete ability.&lt;br /&gt;
&lt;br /&gt;
* '''Deplete (1/Rest).''' When you use Siphon, you may increase the maximum Essence to 25.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Hoard'''&lt;br /&gt;
|Essence Siphon III&lt;br /&gt;
|You are unparalleled in the art of drawing arcane energy out of objects and into yourself.&lt;br /&gt;
&lt;br /&gt;
Deplete becomes a max of 35 Essence.&lt;br /&gt;
&lt;br /&gt;
Gain the Effuse ability.&lt;br /&gt;
&lt;br /&gt;
* '''Effuse (1/Month).''' You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it. When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' While you are still living, a portion of your soul fractures out of your body as a physical magical item with 25 Essence. Its particular abilities are up to your MC, and its unique appearance is up to you.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field  III'''&lt;br /&gt;
|Cancel Spell V, Crackling Field II&lt;br /&gt;
|Crackling Field becomes 1⁄2 INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
Your Crackling Field now increases your AR as well.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Miasma'''&lt;br /&gt;
|Crackling Field III&lt;br /&gt;
|Your capacity to blend the Essence of many different powers and magical sources make you a terrifying, but highly sought after, instructor in the ways of magic. Crackling Field becomes INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
Gain the Crackling Miasma ability.&lt;br /&gt;
&lt;br /&gt;
* '''Crackling Miasma (1/Rest).''' Double the bonus that Crackling Field provides you. When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' The final cap for your INT increases from 12 to 14.&lt;br /&gt;
|''Vessel, Planar Thievery, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soul Graft Track ===&lt;br /&gt;
[[File:SoulGraftTrack.png|center|frameless|571x571px|Soul Graft Track Progression]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality II'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Regain one use of your Surge of Vitality when you Recoup.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy'''&lt;br /&gt;
|Surge of Vitality II&lt;br /&gt;
|Gain the Surge of Energy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Energy (2/Rest).''' When you start your next turn, gain +2 AP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic'''&lt;br /&gt;
|Surge of Energy &lt;br /&gt;
|Gain the Surge of Magic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Surge of Magic (2/Rest).''' When Bloodied, you may spend 3 AP to regain 1d4 SP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality III'''&lt;br /&gt;
|Surge of Magic&lt;br /&gt;
|Surge of Vitality becomes 1d6+CHA HP, and recharges on CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion'''&lt;br /&gt;
|Surge of Vitality III&lt;br /&gt;
|Gain the Energy Conversion ability.&lt;br /&gt;
&lt;br /&gt;
* '''Energy Conversion (CHA/Rest).''' When you take energy damage you may spend 0 Reactive AP to regain 1d4 SP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy II'''&lt;br /&gt;
|Energy Conversion&lt;br /&gt;
|Surge of Energy becomes +4 AP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cracked Soul'''&lt;br /&gt;
|Surge of Energy II&lt;br /&gt;
|When you start your turn in combat and are Bloodied, gain SP equal to your current Death Points.&lt;br /&gt;
|''Vessel, Soul Graft, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic II'''&lt;br /&gt;
|Cracked Soul&lt;br /&gt;
|Surge of Magic becomes 1d6 SP.&lt;br /&gt;
&lt;br /&gt;
Gain the Repurpose Essence ability.&lt;br /&gt;
&lt;br /&gt;
* '''Repurpose Essence (1/Rest).''' When you start your turn with any Death Points, you can use Surge of Magic without expending a use.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality IV'''&lt;br /&gt;
|Surge of Magic II&lt;br /&gt;
|Surge of Vitality becomes 1d8+CHA HP.&lt;br /&gt;
&lt;br /&gt;
Gain the Essence Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Essence Vitality (2/Rest).''' When you use Surge of Vitality, remove 1 Death Point.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy III'''&lt;br /&gt;
|Surge of Vitality IV&lt;br /&gt;
|When you roll Initiative, gain +1 AP on your first turn.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality'''&lt;br /&gt;
|Surge of Energy III&lt;br /&gt;
|Gain the Occult Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Vitality (2/Rest).''' Spend 2 AP and X SP to gain X HP.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic III'''&lt;br /&gt;
|Occult Vitality&lt;br /&gt;
|Surge of Magic becomes CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion II'''&lt;br /&gt;
|Surge of Magic III&lt;br /&gt;
|Energy Conversion becomes 1d6 SP and can be triggered by elemental damage.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality II'''&lt;br /&gt;
|Energy Conversion II&lt;br /&gt;
|Occult Vitality becomes CHA/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Superior Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Superior Vitality (1/Rest).''' When you use Occult Vitality, you may add your Occult Power level to the HP regained.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Immortal Surge'''&lt;br /&gt;
|Occult Vitality II&lt;br /&gt;
|Your Essence is made of sterner stuff than most, and you can push yourself beyond the limits of your mortal body. When you are reduced to 0 HP, you may trigger your Immortal Surge.&lt;br /&gt;
* '''Immortal Surge.''' Regain all your HP, regain 4d10+CHA SP, and remove all conditions that you wish to remove, gain Resist Damage +4, and gain +4 to all d20 rolls for the next 10 minutes. At the end of this time, you immediately return to 0 HP and gain +4 Death Points (killing you if this would put you over the number you need to die). You also gain the Sickened condition for the next 24 hours after you use this ability.&lt;br /&gt;
* '''''Level 30:''''' Immortal Surge only gives you +2 Death Points and no longer gives you the Sickened condition.&lt;br /&gt;
|''Vessel, Soul Graft. '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Divine Icon Talents ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Icons'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Gain two additional Divine Icon abilities of your choice, provided that you can access that Icon.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new Divine Icon from the Cleric stack. Gain access to that Icon and gain one of its Icon abilities that has no other prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2'' &lt;br /&gt;
&lt;br /&gt;
== Additional Subclass Tracks ==&lt;br /&gt;
[[File:DemonSoul.png|thumb|342x342px]]&lt;br /&gt;
&lt;br /&gt;
=== Demon Soul Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
You have invited a fiend to dwell within you in a tense, cosmic symbiosis. This fiend offers you tremendous power, but occasionally demands that it be unleashed. Keeping its needs satiated can be challenging, but the rewards are great&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Otherworldly Passenger'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Your occult machinations have drawn the attention of a fiendish spirit that resides in your body. In exchange for dwelling within you, this demon lends you its power and expertise. This demon soul’s vast and fickle knowledge may manifest itself in different ways over your years of adventuring.&lt;br /&gt;
Gain the Adept of the Psionic talent if you did not already have it. Adept of the Psionic does not grant you additional SP when you gain it in this way. If you already have it, gain +1 Psionic Power. Each time you level up and spend a talent point on a Demon Soul talent, you gain +1 Psionic Power in addition to the +1 Occult Power you get from the Occult Power ability.&lt;br /&gt;
|''Vessel, Demon Soul, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Otherworldly Expertise'''&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Choose three specialization talents with the skill tag. Your demon soul knows these talents and may give you one of these talents.&lt;br /&gt;
&lt;br /&gt;
* '''(1/Week)''' You may reselect which talent your demon soul has given you.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fiendish Claws'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Gaze of Malice and Unholy Magic&lt;br /&gt;
|Gain the Fiendish Claws ability.&lt;br /&gt;
&lt;br /&gt;
* '''Fiendish Claws (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your hands turning into vicious claws, and your forearms becoming covered with spikes. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While your claws are manifested, your unarmed or natural weapon damage dice increase by one die size (e.g., from 1d4 to 1d6, max 1d12) and deal sharp damage. If your unarmed damage previously did not have a damage die, then this feature causes your unarmed attacks to deal 1d4 damage.&lt;br /&gt;
&lt;br /&gt;
When you activate your Fiendish Claws, you may simultaneously activate one of your Surge abilities without spending additional AP.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Gaze of Malice'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Fiendish Claws and Unholy Magic&lt;br /&gt;
|Gain the Gaze of Malice ability.&lt;br /&gt;
&lt;br /&gt;
* '''Gaze of Malice (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of your eyes burning with hateful flames, and a third eye of equally malicious force opening on your forehead. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While you use your Gaze of Malice, you gain the following special attack for the duration.&lt;br /&gt;
&lt;br /&gt;
* '''''Malicious Stare:''''' ''(3 AP)'' ''Ranged 200 ft Natural Weapon''. +CHA vs WILL. '''Hit:''' 1d6 psychic and 1d6 fire damage.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Magic'''&lt;br /&gt;
|Otherworldly Expertise&lt;br /&gt;
Incompatibilities: Fiendish Claws and Gaze of Malice&lt;br /&gt;
|Learn three additional spells, choosing from occult and psionic spells.&lt;br /&gt;
Gain the Unholy Magic ability.&lt;br /&gt;
&lt;br /&gt;
* '''Unholy Magic (1/Recoup).''' For 1 AP, you may allow your fiend to manifest physical characteristics in the form of harmless, spectral flames wreathing your body. This lasts for 2 minutes.&lt;br /&gt;
&lt;br /&gt;
While your Unholy Magic is manifested, occult and psionic spells cost 1 fewer SP and 1 fewer AP for you to cast (min 1 each), and you add your CHA to any damage you deal with occult or psionic magic.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Wisdom'''&lt;br /&gt;
|Demon Soul 3&lt;br /&gt;
|Choose another specialization talent with the skill tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
Your demon soul may now give you two of the talents that it knows, and you may reassign one or both 1/week.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Ward'''&lt;br /&gt;
|Dark Wisdom&lt;br /&gt;
|Increase your AR by +1. Increase one physical or mental defense of your choice by +2.&lt;br /&gt;
Choose a specialization talent with the defense tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonic Aspect'''&lt;br /&gt;
|Infernal Ward&lt;br /&gt;
|Gain the Primal Aspect talent. You may now spend talent points on talents with the primal aspect tag.&lt;br /&gt;
Whenever you are actively using one of your primal aspects, your demon soul’s frightening visage briefly manifests as an incorporeal form around you. Non- hostile creatures that witness this are likely to treat you with suspicion or fear, potentially harming your social interactions or causing you to lose Goodwill.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the Carnal Claw'''&lt;br /&gt;
|Demonic Aspect, Fiendish Claws&lt;br /&gt;
|The crit range for your Fiendish Claws increases by +1.&lt;br /&gt;
Gain the Domain of the Carnal Claw ability.&lt;br /&gt;
&lt;br /&gt;
* '''Domain of the Carnal Claw (1/Recoup).''' When you crit with your Fiendish Claws, you may draw your target into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you. Space is relative in this dimension. Both you and the target creature can always reach one another with melee attacks while in this dimension, and you are the same Size.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It is Immune to all conditions, has HP equal to your number of Vessel talents x10, and all of its defenses are 11. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the All-Seeing Stalker'''&lt;br /&gt;
|Demonic Aspect, Gaze of Malice&lt;br /&gt;
|When you make an attack with Malicious Stare, you may choose to use Malicious Summons. &lt;br /&gt;
&lt;br /&gt;
* '''Malicious Summons (1/Rest) .''' If you hit, you may draw your target into a demiplane, the domain of the demon soul living within you. &lt;br /&gt;
&lt;br /&gt;
You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x4, and its crit range with Gaze of Malice increases by +1. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
The dimension is 200 ft long by 5 ft wide. Your target becomes Medium sized and occupies one end of the dimension. Your demon soul becomes Medium and occupies the opposite side. Your demon soul is Concealed while in this dimension, and the ground is considered Difficult Terrain for your target.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Domain of the Flaming Soul'''&lt;br /&gt;
|Demonic Aspect, Unholy Magic&lt;br /&gt;
|Gain the Domain of the Flaming Soul ability.&lt;br /&gt;
&lt;br /&gt;
* '''Domain of the Flaming Soul (1/Recoup).''' By spending 10 SP, you may choose a target creature within 60 ft of you and draw it into a demiplane, the domain of the demon soul living within you. You and the target both vanish from your current plane of existence. You appear in a pocket dimension that aesthetically reflects the preferences of the demon within you.&lt;br /&gt;
&lt;br /&gt;
Upon entering this dimension, your demon soul takes control, replacing you in battle. It has HP equal to to your number of Vessel talents x6. It otherwise has your stats, weapons, and talents.&lt;br /&gt;
&lt;br /&gt;
The dimension is a 20 ft radius circular arena. Your target becomes Medium sized and begins combat on one side of the arena, while your demon soul becomes Medium and occupies the opposite side. The arena is Hazardous Terrain for your target, dealing 1d6 damage of an elemental or energy type of your choice based on your demon soul’s personality and preferences.&lt;br /&gt;
&lt;br /&gt;
If you kill the target creature, you reappear in your previous plane of existence along with the creature’s corpse. You regain your normal abilities and defenses, and your HP returns to what it was before your demon soul took control.&lt;br /&gt;
&lt;br /&gt;
If the target creature kills your demon soul, then it reappears in your previous plane of existence. Your demon soul dies and your Essence shatters, leaving you in a vegetative state. You lose all talents and all of your attributes become -1. Treat this as a hero death and create a new character.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Wisdom II'''&lt;br /&gt;
|Demon Soul 6&lt;br /&gt;
|Choose another specialization talent with the skill or defense tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
Your demon soul may now give you three of the talents that it knows, and you may reassign any or all 1/week.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Wrath'''&lt;br /&gt;
|Dark Wisdom II&lt;br /&gt;
|Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Realignment'''&lt;br /&gt;
|Infernal Wrath&lt;br /&gt;
|Count up the number of occult rituals and psionic invocations that you know. &lt;br /&gt;
&lt;br /&gt;
* '''(1/Month)''' You may reselect which occult rituals and psionic invocations you know, so that your total number does not change.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Wrath II'''&lt;br /&gt;
|Occult Realignment&lt;br /&gt;
|Choose a specialization talent with the combat tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soulrending Claws'''&lt;br /&gt;
|Infernal Wrath II, Domain of the Carnal Claw&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest).''' You may choose to activate your Domain of the Carnal Claw when you hit a creature, even if you did not crit. &lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Paralyzing Gaze'''&lt;br /&gt;
|Infernal Wrath II,  Domain of the All-Seeing Stalker&lt;br /&gt;
|The crit range on your Malicious Stare attack increases by +1. When you crit with this attack, the target creature is Suppressed until the start of your next turn.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unholy Transformation'''&lt;br /&gt;
|Infernal Wrath II, Domain of the Flaming Soul&lt;br /&gt;
|&lt;br /&gt;
* '''(1/Rest).''' When you activate your Unholy Magic ability, you may also instantaneously cast an occult ritual or psionic invocation, ignoring its casting time. You must still observe any other casting requirements. &lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Realignment II'''&lt;br /&gt;
|Demon Soul 12&lt;br /&gt;
|Count up the number of occult and psionic spells that you know. When you use Occult Realignment, you may also reselect which occult and psionic spells you know, so that your total number does not change.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unfathomed Knowledge'''&lt;br /&gt;
|Occult Realignment II&lt;br /&gt;
|Choose another specialization talent with the skill, defense, combat, or primal aspect tag, and add it to the list of talents that your demon soul knows.&lt;br /&gt;
You may now reassign any or all of the talents that you know from your demon soul 1/Rest.&lt;br /&gt;
|''Vessel, Demon Soul''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consuming Carnage'''&lt;br /&gt;
|Unfathomed Knowledge, Soulrending Claws&lt;br /&gt;
|When you are Bloodied and damage a creature with your Fiendish Claws, gain 1d6 Shield HP.&lt;br /&gt;
When you kill a creature in your Domain of the Carnal Claw, you consume the creature’s Essence. Regain 2d10 HP. If you are Bloodied when you gain this benefit, also add your CHA to the HP regained.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Domain of the Carnal Claw ability becomes 2/Recoup. Your demon soul has 300 HP in this domain, instead of your number of Vessel talents x10.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Eversight of Inferno'''&lt;br /&gt;
|Unfathomed Knowledge, Paralyzing Gaze&lt;br /&gt;
|Your Malicious Stare range becomes 300 ft, and it now only costs you 2 AP.&lt;br /&gt;
Gain +30 ft Darkvision. Any Darkvision you have allows you to see in magical darkness.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Unseen creatures within range of your Darkvision are visible to you. If you hit such a creature with your Malicious Stare, deal +1d6 psychic and +1d6 fire damage to them, and they lose the Unseen condition.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Soul of Immolation'''&lt;br /&gt;
|Unfathomed Knowledge, Unholy Transformation&lt;br /&gt;
|When you kill a creature in your Domain of the Flaming Soul, you consume the creature’s Essence. Regain 2d10 SP. If you are Bloodied when you gain this benefit, also add your CHA to the SP regained.&lt;br /&gt;
* '''(1/Recoup).''' When you cast an occult or psionic spell, you may roll 2d20 and take the higher for the spell’s attack roll. In exchange, you take 1d10 psychic damage that cannot be reduced in any way.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Domain of the Flaming Soul ability no longer has a recharge period, and you can use it at will. While in your Domain of the Flaming Soul, you can cast occult and psionic spells that cost 8 or fewer SP for 0 SP.&lt;br /&gt;
|''Vessel, Demon Soul, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
[[File:Nightcomer2.png|thumb|250x250px]]&lt;br /&gt;
&lt;br /&gt;
=== Nightcomer Track ===&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
Individuals might begin on this path after an encounter with the otherworldly creature known as Davra, or after being Marked for the Nightcomers, although some individuals might stumble upon it after some kind of exposure to the Pale. As Nightcomers progress in power, they gain fine control over their own bodies and the bodies of others, and the most skilled Nightcomers are known to create strange and powerful constructs of flesh, or even to turn themselves into disconnected collections of limbs and organs moving in unison.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Talent&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Endure Pain'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|Gain a unique spell, Endure Pain. This counts as an occult spell. You can cast this 2/Rest.&lt;br /&gt;
'''Endure Pain'''&lt;br /&gt;
&lt;br /&gt;
''Occult Spell, Warding''&lt;br /&gt;
&lt;br /&gt;
'''APC''': 1, which you spend reactively when you take damage.&lt;br /&gt;
&lt;br /&gt;
'''SPC''': Special&lt;br /&gt;
&lt;br /&gt;
'''Range''': Self&lt;br /&gt;
&lt;br /&gt;
'''Requires''': Gesture&lt;br /&gt;
&lt;br /&gt;
'''Duration''': Instantaneous&lt;br /&gt;
&lt;br /&gt;
When you cast this spell, spend SP equal to the amount of damage you took to gain Shield HP equal to double that amount.&lt;br /&gt;
&lt;br /&gt;
If the damage was inflicted by an occult spell you cast or a Nightcomer ability you used, gain additional Shield HP equal to your CHA.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|You gain the Graft ability.&lt;br /&gt;
&lt;br /&gt;
* '''Graft (2/Rest).''' You may spend one minute to remove a body part from a creature that has been dead for no longer than one hour and attach it to your own body. When you use this ability, take 1d12 toxic damage as your body adjusts to the new change.&lt;br /&gt;
&lt;br /&gt;
You may have only one additional body part attached at a time, and in order to attach a new body part that would exceed your maximum, you must first remove a previous graft. Removing a graft takes one minute.&lt;br /&gt;
&lt;br /&gt;
The attached body parts give you benefits according to their type, as described on the following list:&lt;br /&gt;
&lt;br /&gt;
'''''Eye:''''' You can harvest the eye of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Investigating or Perceiving. The grafted eye counts as an additional eye for features such as Puppeteer.&lt;br /&gt;
&lt;br /&gt;
'''''Ear:''''' You can harvest the ear of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Eavesdropping or Perceiving. The grafted ear counts as an additional ear for features such as Puppeteer.&lt;br /&gt;
&lt;br /&gt;
'''''Nose:''''' You can harvest the nose of a creature and Graft it to yourself. When you do so, you gain +4 Skill Points that you can spend on Tracking, Intuiting, or Perceiving.&lt;br /&gt;
&lt;br /&gt;
'''''Skin:''''' You can harvest the skin of a creature with natural resistances, and Graft it to yourself. When you do so, you gain Resist 4 against a damage type that the creature had resistance against.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft II'''&lt;br /&gt;
|Graft&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 2. You also gain +4 Skill Points that can be spent on Biology, Leatherworking, or Medicine.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft III'''&lt;br /&gt;
|Graft II&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 3. Additionally, you have gained the expertise required to attach larger body parts. The following options are added to your list of choices when you use Graft:&lt;br /&gt;
'''''Leg:''''' Your walking speed is increased by +5 ft. The bonus to your walking speed from grafted legs cannot exceed +10 ft.&lt;br /&gt;
&lt;br /&gt;
'''''Hand:''''' You may carry an additional item requiring a hand, or use actions requiring a free hand while using two-handed weapons. Additionally, grafted hands may be used for the Puppeteer ability without impeding the use of your original hands.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft IV'''&lt;br /&gt;
|Graft III&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 4. Additionally, you may gain 5 Shield HP per body part currently Grafted onto you when you finish a Recoup.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Graft V'''&lt;br /&gt;
|Graft IV, Nightcomer 11&lt;br /&gt;
|The number of body parts you can Graft to your body becomes 5. Additionally, you have gained the expertise required to attach more complicated body parts. The following options are added to your list of choices when you use Graft:&lt;br /&gt;
'''''Wings:''''' For 1 hour, you gain a flying speed equal to your walking speed. (1/Recoup)&lt;br /&gt;
&lt;br /&gt;
'''''Head:''''' If the creature you obtained the head from had any special Senses, you gain those senses for 1 hour. (1/Recoup)&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|You gain the Puppeteer ability.&lt;br /&gt;
&lt;br /&gt;
* '''Puppeteer (2/Recoup)'''. You may expend 4 AP to detach a body part while retaining a mental connection to it, creating a puppet. When you do so, take 1d12 necrotic damage. The puppet is not an independent creature. A creature who targets the puppet with an attack or ability rolls against your defenses, and applies damage or conditions directly to you.  The puppet acts on your turn as an extension of yourself. &lt;br /&gt;
&lt;br /&gt;
When making a puppet, you may choose either one of your eyes or one of your ears. If you use an eye, you will see what the puppet sees. If you use an ear, you will hear what the puppet hears. The puppet has a walking speed equal to your walking speed and hovers at approximately the height it is placed in your body.&lt;br /&gt;
&lt;br /&gt;
You have control over the puppet while it is within 100 ft of you.&lt;br /&gt;
&lt;br /&gt;
Puppeteer lasts for 10 minutes or until you end it early by spending 1 AP to recall the body part. It ends early if you die.&lt;br /&gt;
&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer II'''&lt;br /&gt;
|Puppeteer&lt;br /&gt;
|You can control two puppets at once and their range becomes 250 ft.&lt;br /&gt;
When you use your Puppeteer ability you can detach a hand, which can be used to manipulate objects but not to attack.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Puppeteer III'''&lt;br /&gt;
|Puppeteer II, Marked III&lt;br /&gt;
|You can control three puppets at once and their range becomes 500 ft. Additionally, you may use your detached hand to make weapon attacks if it is holding a weapon that does not require two hands.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|Gain the Inflict the Mark ability.&lt;br /&gt;
&lt;br /&gt;
* '''Inflict the Mark (1/Recoup).''' For 2 AP, you may inflict the Nightcomers’ mark on a creature. &lt;br /&gt;
&lt;br /&gt;
A creature that bears this mark is Frightened of you for as long as the mark persists. Additionally, you know the general direction of any creature you have marked in this way within 1 mile.&lt;br /&gt;
&lt;br /&gt;
The mark persists for 24 hours, or until you use this feature to mark another creature.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer II'''&lt;br /&gt;
|Mark of the Nightcomer&lt;br /&gt;
|You have +1 TA when attacking a creature who bears your mark. Additionally, Inflict the Mark becomes a number of creatures equal to 1⁄2 your CHA per Recoup.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer III'''&lt;br /&gt;
|Mark of the Nightcomer II&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest).''' You may use the Far Sense spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer IV'''&lt;br /&gt;
|Mark of the Nightcomer III&lt;br /&gt;
|Inflict the Mark becomes a number of creatures equal to your CHA and the mark lasts for 7 days, or until you use the feature to mark another creature past your max.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Mark of the Nightcomer V'''&lt;br /&gt;
|Mark of the Nightcomer IV, Nightcomer 11&lt;br /&gt;
|&lt;br /&gt;
* '''(2/Rest)''' You may use the Dominate Person spell without expending SP, targeting a creature who bears your mark. If you do not know this spell, this is the only way you can cast it unless you learn it. Additionally, when you cast the spell in this manner, you take corrosive damage equal to the spell’s SPC.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched'''&lt;br /&gt;
|Endure Pain&lt;br /&gt;
|When you are Frightened, or when your Fear exceeds a value of 1⁄2 your Fear threshold, you have Resist Psychic 5.&lt;br /&gt;
Additionally, when you take a Psyche talent, you may choose to take a Nightcomer talent with the anguish tag instead of one of the standard options.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched II'''&lt;br /&gt;
|Pale-Touched&lt;br /&gt;
|You may add your CHA to your SAN when determining your Fear threshold. Additionally, when making a skill check with an influence tag, you may add your Fear to the result of the roll.&lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Pale-Touched III'''&lt;br /&gt;
|Pale-Touched II, Anguish III&lt;br /&gt;
|&lt;br /&gt;
* '''(CHA/Rest)''' When you or a creature you can see gains Fear, you may regain 5 SP. &lt;br /&gt;
|''Vessel, Nightcomer''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish'''&lt;br /&gt;
|Pale-Touched&lt;br /&gt;
|When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, gain +1 Fear if your Fear value is less than or equal to 1⁄2 of your Fear threshold.&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -1 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish II'''&lt;br /&gt;
|Anguish&lt;br /&gt;
|When you deal damage to yourself as an effect of a Nightcomer talent or an occult spell, take additional damage equal to your Fear.&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -2 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Anguish III'''&lt;br /&gt;
|Anguish II&lt;br /&gt;
|Your Endure Pain spell gains the dark power tag, and the following effect:&lt;br /&gt;
'''''Dark Power:''''' ''When you cast this spell, roll 1d20 and add your Fear. If the result is 10 or lower, you gain +1 Fear.''&lt;br /&gt;
|''Vessel, Nightcomer, Psyche, Anguish, -1 Fear''&lt;br /&gt;
|-&lt;br /&gt;
|'''Flesh-Tailor'''&lt;br /&gt;
|Graft V, Pale-Touched III, Nightcomer 14&lt;br /&gt;
|Your expert control of flesh and attunement with the Pale allows you to exert precise control over your creations. You have a [[Stitched]] that obeys your commands. The Stitched begins with one option from the One of a Kind feature. You may use your Graft ability to add additional limbs to the Stitched.&lt;br /&gt;
When you do so, instead of gaining the benefits you would gain from adding a limb, you may choose an additional choice from the One of a Kind feature to add to the Stitched, to a max of three.&lt;br /&gt;
&lt;br /&gt;
The Stitched has separate stats from you and acts on your turn. It can move and take one of the actions listed in its stats.&lt;br /&gt;
&lt;br /&gt;
If the Stitched is destroyed, you can create a new one. When you Take a Rest while you have access to corpses that have been dead for no longer than 24 hours, you may create a new Stitched if you do not have one.&lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Provided that you have enough corpses, you may now create two Stitched using this talent.&lt;br /&gt;
|''Vessel, Nightcomer, '''Capstone'''''&lt;br /&gt;
|-&lt;br /&gt;
|'''Swarm'''&lt;br /&gt;
|Marked V, Puppeteer III, Nightcomer 14&lt;br /&gt;
|You gain the Swarm ability .&lt;br /&gt;
&lt;br /&gt;
* '''Swarm (2/Rest).''' For 2 AP, you transform yourself into a swarm of floating limbs. Your body explodes into pieces, all of which are under your control. While in this form, you are considered a Large swarm of tiny creatures. You can occupy other creatures’ spaces. When another creature attempts to move through your space, it treats the space as Difficult Terrain. While in this form, you cannot be Grappled, Pinned, Prone, or Restrained. If you kill a creature while in this form, you regain 2d8 HP, as you incorporate pieces of their body into the swarm. After 1 minute, the transformation ends and your body reforms. &lt;br /&gt;
&lt;br /&gt;
* '''''Level 30:''''' Your Swarm ability becomes 2/Recoup.&lt;br /&gt;
|''Vessel, Nightcomer, '''Capstone'''''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14050</id>
		<title>Golem</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14050"/>
		<updated>2025-10-17T00:08:06Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=5'2&amp;quot; - 8'0&amp;quot;|Weight=100 - 600 lbs depending on primary material|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Humanoid. Some have extra arms and legs. Made out of Plant, Clay, or Bone mixed with stone.|image=Golem.png|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: One Year&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Unknown}}&lt;br /&gt;
&lt;br /&gt;
Formed of clay and stone, formed of sticks and bones, the lifeblood of a golem flows as magic from the Five Sources. An arcane spark, a divine gleam, a primal mark, an occult scream, or a psionic soul resides within. &lt;br /&gt;
&lt;br /&gt;
By sculpting a humanoid form and then binding it to a magical source, a golem is born. While animated objects are not very uncommon, true golems – which can act and reason independently of their creators – are relatively rare. &lt;br /&gt;
&lt;br /&gt;
The exact process by which individual casters assemble golems depends upon the source of their magic and their personal expertise. A golem’s physical and magical composition typically affects the golem’s specific capabilities and personality.&lt;br /&gt;
&lt;br /&gt;
===A Golem's Creator===&lt;br /&gt;
&lt;br /&gt;
With rare exception, a caster is only ever able to create one golem in their lifetime due to the intense amount of magical energy that goes into creating life from inanimate matter. This often means that a golem and its creator share an intense bond, either as great friends or terrible adversaries (as in the case of poor Viktor Shelley, who created the first golem).&lt;br /&gt;
&lt;br /&gt;
When making a golem, consider who created you. Typically, a caster will want to keep a golem around for protection or companionship. If this is the case, how do you feel about your creator? Are you friends, or is your relationship more like that of a parent and child or an employer and hired hand? Do you want to remain with your creator or set out to live your own life?&lt;br /&gt;
&lt;br /&gt;
Alternatively, sometimes the creation of a golem is a process that a caster is not yet prepared for, and the process kills the caster, propels them into another plane of existence, or some other dramatic fate.&lt;br /&gt;
&lt;br /&gt;
Perhaps your creator is another member of your party. Remember that the process of creating a golem usually requires a tremendous capacity for magic, but also exacts a high toll, so it is easy to justify your creator being only the same level as you from a mechanical standpoint. Perhaps your creator has lost much of their magical ability and hopes to reclaim it over the coming years, even if they will never again be able to create another golem.&lt;br /&gt;
&lt;br /&gt;
===Golem Traits===&lt;br /&gt;
'''Height:''' 5’2” - 8’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 100 - 600 lbs (depending largely upon the physical materials that comprise them)&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:''' Typically made of plant matter, clay, or bones, with some stone to offer additional support/protection as needed. Golems usually look humanoid otherwise, though some might have additional arms or legs.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Golems are born with the sentience of a human child and learn rapidly. After they have been sentient for a year, they are capable of reasoning akin to a human adult of the same INT score. Thus far, no golems are known to have died naturally.&lt;br /&gt;
&lt;br /&gt;
=== Golem Features ===&lt;br /&gt;
&lt;br /&gt;
==== Golem Starting Features ====&lt;br /&gt;
At level 1, you get the following features as a golem. You also gain additional features based on your primary material and life source.&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;
|'''Magically Constructed Nature''' &lt;br /&gt;
|You do not need to eat, but must drink, breathe, and sleep like any other creature. You might speak with your MC about what specifically you need to drink: perhaps you survive on olive oil, petroleum, low-viscosity lava, or some other unusual fluid.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Composition'''&lt;br /&gt;
|Make two choices that reflect the materials that you are made of and how you were created. Choose your primary material and life source and gain bonus 1st level features based on your selections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Primary Material =====&lt;br /&gt;
Choose whether you are primarily constructed out of plant matter, clay, or bone. This choice grants you the following benefit: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bone'''&lt;br /&gt;
|'''Vestigial Life'''&lt;br /&gt;
|Your body recalls that it once lived as some kind of mortal. When you receive magical healing from another creature, you regain +2 HP.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Clay'''&lt;br /&gt;
|'''Oozing Movement'''&lt;br /&gt;
|Gain the Oozing Movement ability. &lt;br /&gt;
&lt;br /&gt;
* '''Oozing Movement (1/Rest).''' Spend 2 AP to cause your body to melt into an oozing substance the consistency of putty for a number of rounds equal to your END+1. You may squeeze through areas as small as 1 inch. While using this ability, you cannot make attacks or interact with objects. You may end this form early, costing no AP. If this ability ends while you are in a space smaller than you could normally fit, you immediately reform in the nearest unoccupied space and take 1d10 blunt damage.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron'''&lt;br /&gt;
|'''Heater'''&lt;br /&gt;
|While you Take a Rest, you may cause your body to emit heat. For the duration of the rest, your body offers the warmth of a campfire and can be used to cook food, but only emits dim light in a 10 ft radius. You and creatures within 20 ft of you are immune to the effects of extreme cold while you are Taking a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Marble'''&lt;br /&gt;
|'''Soulshine'''&lt;br /&gt;
|Your body, composed of marble, enhances your magical life source. You gain one additional spell from the magic source that you chose as your life source. This spell must have an SPC of 8 or lower. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Plant Matter'''&lt;br /&gt;
|'''Minor Photosynthesis'''&lt;br /&gt;
|When you Recoup in nonmagical sunlight, you gain Shield HP equal to your END.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Silver'''&lt;br /&gt;
|'''Magic Dampener'''&lt;br /&gt;
|Gain the Magic Dampener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Magic Dampener (2/Rest).''' By spending 1 AP, you activate an aura that suppresses the effects of magic. You and creatures within 10 ft of you gain Resist Magic +2 for 1 minute.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone'''&lt;br /&gt;
|'''Bastion'''&lt;br /&gt;
|Your very body is a bastion of protection for your allies. Your allies have Partial Cover (+2) against ranged weapon attacks that travel through a space that you occupy, or Partial Cover (+1) against ranged weapon attacks that travel through a space adjacent to you.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Life Source =====&lt;br /&gt;
Choose whether your creator used the Arcane, Divine, Occult, Primal, or Psionic Source to awaken Essence within you. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Source&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane'''&lt;br /&gt;
|Fundamental magic courses through you. Learn two cantrips from the Arcane Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Divine'''&lt;br /&gt;
|Your connection to divinity manifests in the ability to heal. Gain the Holy Vestige ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Vestige (1/Rest).''' Spend 2 AP to restore HP equal to 1d6+END to a creature that you touch.&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult'''&lt;br /&gt;
|You were made through strange and esoteric means. Learn one ritual from the Occult Source. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal'''&lt;br /&gt;
|The generative power of the Everwilds swells from within. Learn two chants from the Primal Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic'''&lt;br /&gt;
|Your Essence is particularly adept. Learn one spell with the manifestation tag from the Psionic Source. This does not cost SP for you to cast. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Golem Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.&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;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Explosion''' &lt;br /&gt;
|Life Source - Arcane&lt;br /&gt;
|Choose one spell from the Arcane Source that costs 4 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Skin'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain +2 AR, +1 REF, and +1 FORT.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Bludgeon'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Razor &lt;br /&gt;
|Your dominant hand grows in size and/or strength and can be used as a weapon with the stats of a club.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power'''&lt;br /&gt;
|Life Source - Occult &lt;br /&gt;
|Choose one chant from the Occult Source that has the dark power tag. You may cast it once per Rest. &lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Glimmer'''&lt;br /&gt;
|Life Source - Divine &lt;br /&gt;
|Choose one spell of your choice from the Divine Source that costs 5 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Alteration'''&lt;br /&gt;
|Life Source - Psionic&lt;br /&gt;
|Choose a second spell from the Psionic Source with the manifestation tag. Each time you Take a Rest, choose which manifestation you have active for the day.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend Resistance'''&lt;br /&gt;
|Targeted Magic Resistance, Magic Dampener&lt;br /&gt;
|When you activate Magic Dampener, creatures within 10 ft of you also gain your Resist bonuses from Targeted Magic Resistance.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy of Life'''&lt;br /&gt;
|Vestigial Life &lt;br /&gt;
|After receiving magical healing from another creature, you also deal +2 damage on your next hit.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardened Form'''&lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, your AR and physical defenses increase by +2.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat the Forge'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain the Heat the Forge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Heat the Forge (2/Rest).''' For 1 minute, you suffer -3 AR, but deal +1d6 fire damage with each weapon attack that you make. Additionally, any creature that starts its turn within 5 ft of you must make an END check against a DC of 10 + your END, taking 1d6 fire damage on a fail.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocation'''&lt;br /&gt;
|Life Source - Primal &lt;br /&gt;
|Choose one invocation from the Primal Source. You may cast it once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Magic Absorption'''&lt;br /&gt;
|Soulshine&lt;br /&gt;
|Your body is particularly well-suited to withstand magical damage. Gain Absorb Damage +1 when it comes from a magical source. This changes to Absorb Damage +3 when the magical source is one of two sources based on your life source, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Life Source&lt;br /&gt;
!Absorb +2&lt;br /&gt;
|-&lt;br /&gt;
|Arcane&lt;br /&gt;
|Divine, Primal&lt;br /&gt;
|-&lt;br /&gt;
|Divine&lt;br /&gt;
|Primal, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Occult&lt;br /&gt;
|Arcane, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Primal&lt;br /&gt;
|Occult, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Psionic&lt;br /&gt;
|Arcane, Occult&lt;br /&gt;
|}&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Magic Dampener II'''&lt;br /&gt;
|Magic Dampener&lt;br /&gt;
|Magic Dampener now lasts for 10 minutes. It costs you 0 AP to activate.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Major Photosynthesis'''&lt;br /&gt;
|Minor Photosynthesis&lt;br /&gt;
|When using your Minor Photosynthesis feature, add 1⁄2 your character level to the amount of Shield HP you gain. &lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mobile Smithy'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain the Illuminate and Mending arcane cantrips and the Inscription of Sharpening occult ritual. Each of these are considered to be from the source from your life source when you cast either using this feature.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Multimatter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain one of the following features that you did not choose at 1st level: Minor Photosynthesis, Oozing Movement, or Vestigial Life.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Parapet'''&lt;br /&gt;
|Bastion&lt;br /&gt;
|Gain the Parapet ability.&lt;br /&gt;
&lt;br /&gt;
* '''Parapet (2/Rest).''' You must be touching the ground to activate this ability. By spending 2 AP, you magically augment your body to become one size larger than it is currently (max Gargantuan). This lasts for 1 minute. For the duration, creatures that are at least two sizes smaller than you may use you to gain Total Cover from ranged weapon attacks that travel through a space that you occupy.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor''' &lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bludgeon &lt;br /&gt;
|Your dominant hand grows spines or a bladed edge and can be used as a weapon with the stats of a scimitar.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron Lungs''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to breathe.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock-Hard Reinforcement''' &lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, gain Resist Physical +3 when attacks target your REF or FORT.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hygroscopy''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to drink.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Sentinel''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer sleep in the traditional sense, but instead remain completely motionless for 6 hours in order to rejuvenate yourself. During this time, you are Unconscious, but you retain visual and auditory awareness of your surroundings.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Soulshine II'''&lt;br /&gt;
|Soulshine&lt;br /&gt;
|''Repeatable.'' You gain one additional spell from the magic source that you chose as your life source. This spell must have an SPC of 8 or lower. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Smite'''&lt;br /&gt;
|Parapet&lt;br /&gt;
|While Parapet is active, you deal +1d6 damage on all of your melee attacks.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Targeted Magic Resistance'''&lt;br /&gt;
|Soulshine or Magic Dampener&lt;br /&gt;
|You gain the following Resist bonus as determined by your life source.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Life Source&lt;br /&gt;
!Absorb +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcane&lt;br /&gt;
|Divine, Primal&lt;br /&gt;
|-&lt;br /&gt;
|Divine&lt;br /&gt;
|Primal, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Occult&lt;br /&gt;
|Arcane, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Primal&lt;br /&gt;
|Occult, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Psionic&lt;br /&gt;
|Arcane, Occult&lt;br /&gt;
|}&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Transmutable Clay''' &lt;br /&gt;
|Oozing Movement&lt;br /&gt;
|Oozing Movement becomes 1/Recoup.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Parapet'''&lt;br /&gt;
|Parapet&lt;br /&gt;
|While Parapet is active, all of your speeds become 0 ft and you gain DT 15.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14049</id>
		<title>Golem</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14049"/>
		<updated>2025-10-17T00:04:58Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=5'2&amp;quot; - 8'0&amp;quot;|Weight=100 - 600 lbs depending on primary material|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Humanoid. Some have extra arms and legs. Made out of Plant, Clay, or Bone mixed with stone.|image=Golem.png|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: One Year&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Unknown}}&lt;br /&gt;
&lt;br /&gt;
Formed of clay and stone, formed of sticks and bones, the lifeblood of a golem flows as magic from the Five Sources. An arcane spark, a divine gleam, a primal mark, an occult scream, or a psionic soul resides within. &lt;br /&gt;
&lt;br /&gt;
By sculpting a humanoid form and then binding it to a magical source, a golem is born. While animated objects are not very uncommon, true golems – which can act and reason independently of their creators – are relatively rare. &lt;br /&gt;
&lt;br /&gt;
The exact process by which individual casters assemble golems depends upon the source of their magic and their personal expertise. A golem’s physical and magical composition typically affects the golem’s specific capabilities and personality.&lt;br /&gt;
&lt;br /&gt;
===A Golem's Creator===&lt;br /&gt;
&lt;br /&gt;
With rare exception, a caster is only ever able to create one golem in their lifetime due to the intense amount of magical energy that goes into creating life from inanimate matter. This often means that a golem and its creator share an intense bond, either as great friends or terrible adversaries (as in the case of poor Viktor Shelley, who created the first golem).&lt;br /&gt;
&lt;br /&gt;
When making a golem, consider who created you. Typically, a caster will want to keep a golem around for protection or companionship. If this is the case, how do you feel about your creator? Are you friends, or is your relationship more like that of a parent and child or an employer and hired hand? Do you want to remain with your creator or set out to live your own life?&lt;br /&gt;
&lt;br /&gt;
Alternatively, sometimes the creation of a golem is a process that a caster is not yet prepared for, and the process kills the caster, propels them into another plane of existence, or some other dramatic fate.&lt;br /&gt;
&lt;br /&gt;
Perhaps your creator is another member of your party. Remember that the process of creating a golem usually requires a tremendous capacity for magic, but also exacts a high toll, so it is easy to justify your creator being only the same level as you from a mechanical standpoint. Perhaps your creator has lost much of their magical ability and hopes to reclaim it over the coming years, even if they will never again be able to create another golem.&lt;br /&gt;
&lt;br /&gt;
===Golem Traits===&lt;br /&gt;
'''Height:''' 5’2” - 8’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 100 - 600 lbs (depending largely upon the physical materials that comprise them)&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:''' Typically made of plant matter, clay, or bones, with some stone to offer additional support/protection as needed. Golems usually look humanoid otherwise, though some might have additional arms or legs.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Golems are born with the sentience of a human child and learn rapidly. After they have been sentient for a year, they are capable of reasoning akin to a human adult of the same INT score. Thus far, no golems are known to have died naturally.&lt;br /&gt;
&lt;br /&gt;
=== Golem Features ===&lt;br /&gt;
&lt;br /&gt;
==== Golem Starting Features ====&lt;br /&gt;
At level 1, you get the following features as a golem. You also gain additional features based on your primary material and life source.&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;
|'''Magically Constructed Nature''' &lt;br /&gt;
|You do not need to eat, but must drink, breathe, and sleep like any other creature. You might speak with your MC about what specifically you need to drink: perhaps you survive on olive oil, petroleum, low-viscosity lava, or some other unusual fluid.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Composition'''&lt;br /&gt;
|Make two choices that reflect the materials that you are made of and how you were created. Choose your primary material and life source and gain bonus 1st level features based on your selections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Primary Material =====&lt;br /&gt;
Choose whether you are primarily constructed out of plant matter, clay, or bone. This choice grants you the following benefit: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bone'''&lt;br /&gt;
|'''Vestigial Life'''&lt;br /&gt;
|Your body recalls that it once lived as some kind of mortal. When you receive magical healing from another creature, you regain +2 HP.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Clay'''&lt;br /&gt;
|'''Oozing Movement'''&lt;br /&gt;
|Gain the Oozing Movement ability. &lt;br /&gt;
&lt;br /&gt;
* '''Oozing Movement (1/Rest).''' Spend 2 AP to cause your body to melt into an oozing substance the consistency of putty for a number of rounds equal to your END+1. You may squeeze through areas as small as 1 inch. While using this ability, you cannot make attacks or interact with objects. You may end this form early, costing no AP. If this ability ends while you are in a space smaller than you could normally fit, you immediately reform in the nearest unoccupied space and take 1d10 blunt damage.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron'''&lt;br /&gt;
|'''Heater'''&lt;br /&gt;
|While you Take a Rest, you may cause your body to emit heat. For the duration of the rest, your body offers the warmth of a campfire and can be used to cook food, but only emits dim light in a 10 ft radius. You and creatures within 20 ft of you are immune to the effects of extreme cold while you are Taking a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Marble'''&lt;br /&gt;
|'''Soulshine'''&lt;br /&gt;
|Your body, composed of marble, enhances your magical life source. You gain one additional spell from the magic source that you chose as your life source. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Plant Matter'''&lt;br /&gt;
|'''Minor Photosynthesis'''&lt;br /&gt;
|When you Recoup in nonmagical sunlight, you gain Shield HP equal to your END.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Silver'''&lt;br /&gt;
|'''Magic Dampener'''&lt;br /&gt;
|Gain the Magic Dampener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Magic Dampener (2/Rest).''' By spending 1 AP, you activate an aura that suppresses the effects of magic. You and creatures within 10 ft of you gain Resist Magic +2 for 1 minute.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone'''&lt;br /&gt;
|'''Bastion'''&lt;br /&gt;
|Your very body is a bastion of protection for your allies. Your allies have Partial Cover (+2) against ranged weapon attacks that travel through a space that you occupy, or Partial Cover (+1) against ranged weapon attacks that travel through a space adjacent to you.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Life Source =====&lt;br /&gt;
Choose whether your creator used the Arcane, Divine, Occult, Primal, or Psionic Source to awaken Essence within you. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Source&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane'''&lt;br /&gt;
|Fundamental magic courses through you. Learn two cantrips from the Arcane Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Divine'''&lt;br /&gt;
|Your connection to divinity manifests in the ability to heal. Gain the Holy Vestige ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Vestige (1/Rest).''' Spend 2 AP to restore HP equal to 1d6+END to a creature that you touch.&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult'''&lt;br /&gt;
|You were made through strange and esoteric means. Learn one ritual from the Occult Source. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal'''&lt;br /&gt;
|The generative power of the Everwilds swells from within. Learn two chants from the Primal Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic'''&lt;br /&gt;
|Your Essence is particularly adept. Learn one spell with the manifestation tag from the Psionic Source. This does not cost SP for you to cast. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Golem Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.&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;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Explosion''' &lt;br /&gt;
|Life Source - Arcane&lt;br /&gt;
|Choose one spell from the Arcane Source that costs 4 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Skin'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain +2 AR, +1 REF, and +1 FORT.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Bludgeon'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Razor &lt;br /&gt;
|Your dominant hand grows in size and/or strength and can be used as a weapon with the stats of a club.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power'''&lt;br /&gt;
|Life Source - Occult &lt;br /&gt;
|Choose one chant from the Occult Source that has the dark power tag. You may cast it once per Rest. &lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Glimmer'''&lt;br /&gt;
|Life Source - Divine &lt;br /&gt;
|Choose one spell of your choice from the Divine Source that costs 5 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Alteration'''&lt;br /&gt;
|Life Source - Psionic&lt;br /&gt;
|Choose a second spell from the Psionic Source with the manifestation tag. Each time you Take a Rest, choose which manifestation you have active for the day.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend Resistance'''&lt;br /&gt;
|Targeted Magic Resistance, Magic Dampener&lt;br /&gt;
|When you activate Magic Dampener, creatures within 10 ft of you also gain your Resist bonuses from Targeted Magic Resistance.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy of Life'''&lt;br /&gt;
|Vestigial Life &lt;br /&gt;
|After receiving magical healing from another creature, you also deal +2 damage on your next hit.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardened Form'''&lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, your AR and physical defenses increase by +2.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat the Forge'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain the Heat the Forge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Heat the Forge (2/Rest).''' For 1 minute, you suffer -3 AR, but deal +1d6 fire damage with each weapon attack that you make. Additionally, any creature that starts its turn within 5 ft of you must make an END check against a DC of 10 + your END, taking 1d6 fire damage on a fail.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocation'''&lt;br /&gt;
|Life Source - Primal &lt;br /&gt;
|Choose one invocation from the Primal Source. You may cast it once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Magic Absorption'''&lt;br /&gt;
|Soulshine&lt;br /&gt;
|Your body is particularly well-suited to withstand magical damage. Gain Absorb Damage +1 when it comes from a magical source. This changes to Absorb Damage +3 when the magical source is one of two sources based on your life source, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Life Source&lt;br /&gt;
!Absorb +2&lt;br /&gt;
|-&lt;br /&gt;
|Arcane&lt;br /&gt;
|Divine, Primal&lt;br /&gt;
|-&lt;br /&gt;
|Divine&lt;br /&gt;
|Primal, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Occult&lt;br /&gt;
|Arcane, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Primal&lt;br /&gt;
|Occult, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Psionic&lt;br /&gt;
|Arcane, Occult&lt;br /&gt;
|}&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Magic Dampener II'''&lt;br /&gt;
|Magic Dampener&lt;br /&gt;
|Magic Dampener now lasts for 10 minutes. It costs you 0 AP to activate.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Major Photosynthesis'''&lt;br /&gt;
|Minor Photosynthesis&lt;br /&gt;
|When using your Minor Photosynthesis feature, add 1⁄2 your character level to the amount of Shield HP you gain. &lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mobile Smithy'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain the Illuminate and Mending arcane cantrips and the Inscription of Sharpening occult ritual. Each of these are considered to be from the source from your life source when you cast either using this feature.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Multimatter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain one of the following features that you did not choose at 1st level: Minor Photosynthesis, Oozing Movement, or Vestigial Life.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Parapet'''&lt;br /&gt;
|Bastion&lt;br /&gt;
|Gain the Parapet ability.&lt;br /&gt;
&lt;br /&gt;
* '''Parapet (2/Rest).''' You must be touching the ground to activate this ability. By spending 2 AP, you magically augment your body to become one size larger than it is currently (max Gargantuan). This lasts for 1 minute. For the duration, creatures that are at least two sizes smaller than you may use you to gain Total Cover from ranged weapon attacks that travel through a space that you occupy.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor''' &lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bludgeon &lt;br /&gt;
|Your dominant hand grows spines or a bladed edge and can be used as a weapon with the stats of a scimitar.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron Lungs''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to breathe.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock-Hard Reinforcement''' &lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, gain Resist Physical +3 when attacks target your REF or FORT.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hygroscopy''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to drink.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Sentinel''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer sleep in the traditional sense, but instead remain completely motionless for 6 hours in order to rejuvenate yourself. During this time, you are Unconscious, but you retain visual and auditory awareness of your surroundings.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Soulshine II'''&lt;br /&gt;
|Soulshine&lt;br /&gt;
|''Repeatable.'' You gain one additional spell from the magic source that you chose as your life source. This spell must have an SPC of 8 or lower. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Smite'''&lt;br /&gt;
|Parapet&lt;br /&gt;
|While Parapet is active, you deal +1d6 damage on all of your melee attacks.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Targeted Magic Resistance'''&lt;br /&gt;
|Soulshine or Magic Dampener&lt;br /&gt;
|You gain the following Resist bonus as determined by your life source.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Life Source&lt;br /&gt;
!Absorb +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcane&lt;br /&gt;
|Divine, Primal&lt;br /&gt;
|-&lt;br /&gt;
|Divine&lt;br /&gt;
|Primal, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Occult&lt;br /&gt;
|Arcane, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Primal&lt;br /&gt;
|Occult, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Psionic&lt;br /&gt;
|Arcane, Occult&lt;br /&gt;
|}&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Transmutable Clay''' &lt;br /&gt;
|Oozing Movement&lt;br /&gt;
|Oozing Movement becomes 1/Recoup.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Parapet'''&lt;br /&gt;
|Parapet&lt;br /&gt;
|While Parapet is active, all of your speeds become 0 ft and you gain DT 15.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14039</id>
		<title>Barrister: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14039"/>
		<updated>2025-10-11T02:27:55Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Aristocratic''&lt;br /&gt;
&lt;br /&gt;
Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: backpack, scroll case, brigandine [[armor]], tool or kit (1), clothes ([[noble]]), book of laws, gavel, parchment (10), inkpot, quill pen, flask, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Barrister]] profession (including rank 1), gain +3 Persuading and +1 in three of the following [[skills]]:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Calligraphy*, Cartography*&lt;br /&gt;
* '''Influence:''' Deceiving, [[Empathy]], Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Economics, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Forging*&lt;br /&gt;
&lt;br /&gt;
== Mediation ==&lt;br /&gt;
When you become a rank 1 Barrister, and every time you gain a rank in the Barrister profession, you improve your ability to understand and resolve conflicts.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
While staying in a friendly settlement, you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you 4d10 sc per week and increases your Social [[Goodwill]] by +1 at the end of each month.&lt;br /&gt;
&lt;br /&gt;
=== Ranks 2-5 ===&lt;br /&gt;
Your expertise extends to a specific realm of the legal and judicial system. Upon earning rank 2 of this profession, you may choose between civil attorney, criminal lawyer, or magister as your professional specialization. At Barrister ranks 3, 4, and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Civil Attorney&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You choose a specialty of law: aristocratic, mercantile, military, or underworld. When performing your rank 1 service you may choose to increase your Goodwill with that local sphere by +1 instead of earning any money.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 12d10+60 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You may choose an additional specialty from rank 2 of this profession. When performing your rank 1 service you may increase your Goodwill with either of those local spheres by +1 in addition to earning money.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the [[Honorable]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 16d10+80 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are considered one of the highest legal authorities in your home region and your services are sought out for resolving matters between any NPC in an academic or mercantile occupation with 4 or fewer ranks in any profession.&lt;br /&gt;
Such high-profile disputes earn you additional income on top of your normal weekly income. Your services now earn you 20d10+200 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Criminal Lawyer&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You gain the Criminal Trial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Criminal Trial (1/Month).''' After completing your mediation as described in Rank 1, you gain +2 Goodwill in your choice of the militant or underworld sphere. Lose 2 Goodwill in the other sphere. This mediation earns you 6d10+60 sc instead of your normal weekly income.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Thug]] profession.&lt;br /&gt;
Your legal services now earn you 8d10 sc per week. Criminal Trial now earns you 8d10+80 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|When you use Criminal Trial, you may choose to make it a high profile case. You gain +2 additional goodwill in your choice of the militant or underworld spheres, and suffer -2 additional goodwill in the other one. The MC may decide that a high profile case has additional ramifications beyond the change in Goodwill.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Thug profession.&lt;br /&gt;
&lt;br /&gt;
Your legal services now earn you 10d10 sc per week. Criminal Trial now earns you 10d10+100 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Criminal Trial becomes 1/Week for you.&lt;br /&gt;
&lt;br /&gt;
You gain the Call a Favor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Call a Favor (1/Month).''' You may leverage your connections in the appropriate social strata to push local events in a direction of your choice. To do so, you must lose 5 Militant or Underworld Goodwill. The exact nature of the favor is up to you and your MC, with some suggestions provided here:&lt;br /&gt;
&lt;br /&gt;
* Turn a [[blind]] eye to a criminal act or a noteworthy individual.&lt;br /&gt;
* Introduce baked evidence into a trial to turn it decisively against someone who may or may not be guilty.&lt;br /&gt;
* Arrest or otherwise apprehend a person of interest to you.&lt;br /&gt;
* Make sure that no members of their organization or rival organizations are in a certain place at a certain time.&lt;br /&gt;
* Offer you and your companions shelter away from prying eyes for a week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MAgister&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You take on a special role in courtrooms: the arbiter of the law, the judge who passes sentences. As such, you are held to a position of unique privilege and respect in your society. Each time your Social Goodwill increases by 1 from your Rank 1 feature, choose another sphere of Goodwill out of aristocratic, mercantile, or military. Gain +1 Goodwill in that sphere as well.&lt;br /&gt;
&lt;br /&gt;
Gain the Case Dismissed ability.&lt;br /&gt;
&lt;br /&gt;
* '''Case Dismissed (1/Week).''' Each time you use your Rank 1 mediation, choose one of the individuals involved in the case. This could be a defendant, aggrieved party, or any of the lawyers or correctional officers involved in the trial. Choose aristocratic, mercantile, military, social, or underworld. That individual gains or loses 1 Goodwill in that sphere (you choose whether they gain or lose it).&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Case Dismissed now targets each individual involved in a case. You may choose not to change an individual’s Goodwill with this ability.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Each time you use Case Dismissed, you may single out one individual as especially praiseworthy… or in particular need of reprimanding. That individual gains or loses an additional 4 Goodwill.&lt;br /&gt;
Your services now earn you 10d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain the Stern Admonishment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stern Admonishment (1/Month).''' When you use Case Dismissed, you may single out an individual who needs an especially harsh punishment. That individual loses an additional 10 Goodwill and loses one professional rank in any profession that they have of your choice.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 15d10 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14038</id>
		<title>Physician: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14038"/>
		<updated>2025-10-11T02:27:31Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Religious''&lt;br /&gt;
&lt;br /&gt;
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your [[skills]] through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: belt pouch and satchel, gambeson [[armor]], tool or kit (1), clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Physician]] profession (including rank 1), gain +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Woodcarving*&lt;br /&gt;
* '''Influence:''' [[Empathy]], Leadership&lt;br /&gt;
* '''Knowledge:''' Arcana, Biology, Chemistry, History, Law&lt;br /&gt;
* '''Observation:''' Appraising, Intuiting&lt;br /&gt;
* '''Subterfuge:''' Lockpicking, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Animal Handling, Nature&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
When you become a rank 1 Physician, and every time you gain a rank in the Physician profession, your skill as a medical practitioner and your status in the medical community improves.&lt;br /&gt;
&lt;br /&gt;
You have completed the basic training required to treat individuals suffering from illness or injury. Choose your specialization as a physician: apothecary, field surgeon, medical doctor, or veterinarian. Each time you rank up in this profession, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Apothecary&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the herbalism ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbalism (1/Rest).''' While you are not in an urban area, you may scrounge for flora and fauna with intrinsic medicinal value. Make a DC 15 AWR/Foraging, INT/Nature, or LUCK/Scavenging check. On a success, you gain 1 herbal tincture. You may have a number of herbal tinctures up to double your INT.&lt;br /&gt;
&lt;br /&gt;
Gain the Herbal Cure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbal Cure (1/Week).''' You can spend 1 hour attempting to treat a patient by expending 1 herbal tincture. Make a DC 18 INT/Nature check; on a success, then you cure one creature of a common [[disease]] or [[poison]]. On a failure, you expend your herbal tincture but do not expend your use of Herbal Cure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the More Leeches! ability.&lt;br /&gt;
&lt;br /&gt;
* '''More Leeches!''' When you attempt to treat a patient using Herbal Cure, you may also apply an unnecessarily voluminous number of leeches and/or maggots to draw out the bad blood and eat away rotten flesh. The patient takes 1d4 sharp damage and 1d4 psychic damage. Lower your treatment DC by the amount of damage the patient took.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
&lt;br /&gt;
When using Herbal Cure, you may expend additional herbal tinctures to attempt to cure more deadly diseases or poisons, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tinctures&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Uncommon&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Rare&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Very Rare&lt;br /&gt;
|35&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Balance the Humors ability.&lt;br /&gt;
&lt;br /&gt;
Balance the Humors. When you attempt to treat a patient using Herbal Cure, you may first attempt to balance their humors. To do so, make an INT/Religion check against a DC determined based on the poison or disease’s rarity, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Very Rare&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
If successful, lower the DC for your treatment by 4. Lower the DC for your treatment by an additional 4 if you exceeded your DC by 8 or more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Herbal Cure becomes 1/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Apothecary’s Remedy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Apothecary's Remedy (1/Week).''' Applying additional herbal tinctures to a patient allows you to lower the DC of their treatment by 2 per additional tincture used.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Field Surgeon&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Triage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Triage (1/Rest).''' By spending 1 minute, you can attempt to treat one patient suffering from a lingering injury. Make an INT/Medicine check against a DC determined by the injury. On a success, they may ignore that lingering injury for the next 10 minutes, after which they regain the symptoms and recover at the normal treated recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
When you use Triage and succeed on your INT/Medicine check, the creature may ignore that lingering injury for 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Follow Up Treatment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Follow Up Treatment.''' You may spend 1 hour giving additional treatment to an individual that benefited from your Triage ability. Their treated recovery time advances by 2d6 days. You cannot use this ability on the same creature’s injury more than once.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your capacity to rapidly treat the most grievous wounds with clinical efficiency makes you a remarkably valuable asset. When you use Triage and succeed on your INT/Medicine check, the creature’s treated recovery time is halved. Furthermore, if you fail your INT/Medicine check, you do not expend your use of Triage, but you cannot attempt to treat that specific injury again using your Triage ability until you Take a Rest.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Medical Doctor&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your patient load increases to four; only one of these patients may have an uncommon disease.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +1 [[Goodwill]] per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +3 Goodwill per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Veterinarian&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
You gain a [[Draft Horse|draft horse]] or similar steed that carries your medical supplies. It does not aid you in [[combat]].&lt;br /&gt;
&lt;br /&gt;
Gain the Veterinarian ability.&lt;br /&gt;
&lt;br /&gt;
* '''Veterinarian. (1/Rest).''' Given two days of operation at a well-resourced medical facility, you can attempt to treat one animal patient. Make a DC 12 AWR/Animal Handling or INT/Medicine check. On a success, then you cure one beast or monstrosity of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common poison or a common or uncommon disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Not That Kind of Doctor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Not That Kind of Doctor (1/Week).''' You may use your Veterinarian ability to target a humanoid. However, the DC is doubled, and if you fail, the target gains Bleeding (1d6), gains Fatigue, and is Shaken until it removes Fatigue.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
The first time a beast or monstrosity that you treated Takes a Rest, it gains [[Shield]] HP equal to your AWR or INT.&lt;br /&gt;
&lt;br /&gt;
Your services as a specialist medic earn you +1 Goodwill every time you use your Veterinarian ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common, uncommon, or rare poison or any disease.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14037</id>
		<title>Physician: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14037"/>
		<updated>2025-10-11T02:25:57Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Religious''&lt;br /&gt;
&lt;br /&gt;
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your [[skills]] through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: belt pouch and satchel, gambeson [[armor]], tool or kit (1), clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Physician]] profession (including rank 1), gain +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Woodcarving*&lt;br /&gt;
* '''Influence:''' [[Empathy]], Leadership&lt;br /&gt;
* '''Knowledge:''' Arcana, Biology, Chemistry, History, Law&lt;br /&gt;
* '''Observation:''' Appraising, Intuiting&lt;br /&gt;
* '''Subterfuge:''' Lockpicking, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Animal Handling, Nature&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
When you become a rank 1 Physician, and every time you gain a rank in the Physician profession, your skill as a medical practitioner and your status in the medical community improves.&lt;br /&gt;
&lt;br /&gt;
You have completed the basic training required to treat individuals suffering from illness or injury. Choose your specialization as a physician: apothecary, field surgeon, medical doctor, or veterinarian. Each time you rank up in this profession, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Apothecary&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the herbalism ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbalism (1/Rest).''' While you are not in an urban area, you may scrounge for flora and fauna with intrinsic medicinal value. Make a DC 15 AWR/Foraging, INT/Nature, or LUCK/Scavenging check. On a success, you gain 1 herbal tincture. You may have a number of herbal tinctures up to double your INT.&lt;br /&gt;
&lt;br /&gt;
Gain the Herbal Cure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbal Cure (1/Week).''' You can spend 1 hour attempting to treat a patient by expending 1 herbal tincture. Make a DC 18 INT/Nature check; on a success, then you cure one creature of a common [[disease]] or [[poison]]. On a failure, you expend your herbal tincture but do not expend your use of Herbal Cure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the More Leeches! ability.&lt;br /&gt;
&lt;br /&gt;
* '''More Leeches!''' When you attempt to treat a patient using Herbal Cure, you may also apply an unnecessarily voluminous number of leeches and/or maggots to draw out the bad blood and eat away rotten flesh. The patient takes 1d4 sharp damage and 1d4 psychic damage. Lower your treatment DC by the amount of damage the patient took.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
&lt;br /&gt;
When using Herbal Cure, you may expend additional herbal tinctures to attempt to cure more deadly diseases or poisons, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tinctures&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Uncommon&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Rare&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Very Rare&lt;br /&gt;
|35&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Balance the Humors ability.&lt;br /&gt;
&lt;br /&gt;
Balance the Humors. When you attempt to treat a patient using Herbal Cure, you may first attempt to balance their humors. To do so, make an INT/Religion check against a DC determined based on the poison or disease’s rarity, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Very Rare&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
If successful, lower the DC for your treatment by 4. Lower the DC for your treatment by an additional 4 if you exceeded your DC by 8 or more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Herbal Cure becomes 1/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Apothecary’s Remedy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Apothecary's Remedy (1/Week).''' Applying additional herbal tinctures to a patient allows you to lower the DC of their treatment by 2 per additional tincture used.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Field Surgeon&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Triage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Triage (1/Rest).''' By spending 1 minute, you can attempt to treat one patient suffering from a lingering injury. Make an INT/Medicine check against a DC determined by the injury. On a success, they may ignore that lingering injury for the next 10 minutes, after which they regain the symptoms and recover at the normal treated recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
When you use Triage and succeed on your INT/Medicine check, the creature may ignore that lingering injury for 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Follow Up Treatment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Follow Up Treatment.''' You may spend 1 hour giving additional treatment to an individual that benefited from your Triage ability. Their treated recovery time advances by 2d6 days. You cannot use this ability on the same creature’s injury more than once.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your capacity to rapidly treat the most grievous wounds with clinical efficiency makes you a remarkably valuable asset. When you use Triage and succeed on your INT/Medicine check, the creature’s treated recovery time is halved. Furthermore, if you fail your INT/Medicine check, you do not expend your use of Triage, but you cannot attempt to treat that specific injury again using your Triage ability until you Take a Rest.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Medical Doctor&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your patient load increases to four; only one of these patients may have an uncommon disease.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +1 [[Goodwill]] per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +3 Goodwill per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Veterinarian&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
You gain a [[Draft Horse|draft horse]] or similar steed that carries your medical supplies. It does not aid you in [[combat]].&lt;br /&gt;
&lt;br /&gt;
Gain the Veterinarian ability.&lt;br /&gt;
&lt;br /&gt;
* '''Veterinarian. (1/Rest).''' Given two days of operation at a well-resourced medical facility, you can attempt to treat one animal patient. Make a DC 12 AWR/Animal Handling or INT/Medicine check. On a success, then you cure one beast or monstrosity of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common poison or a common or uncommon disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Not That Kind of Doctor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Not That Kind of Doctor (1/Week).''' You may use your Veterinarian ability to target a humanoid. However, the DC is doubled, and if you fail, the target gains Bleeding (1d6), gains Fatigue, and is Shaken until it removes Fatigue.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
The first time a beast or monstrosity that you treated Takes a Rest, it gains [[Shield]] HP equal to your AWR or INT.&lt;br /&gt;
&lt;br /&gt;
Your services as a specialist medic earn you +1 Goodwill every time you use your Veterinarian ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common, uncommon, or rare poison or any disease.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14036</id>
		<title>Barrister: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14036"/>
		<updated>2025-10-11T02:25:09Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Aristocratic''&lt;br /&gt;
&lt;br /&gt;
Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: backpack, scroll case, brigandine [[armor]], tool or kit (1), clothes ([[noble]]), book of laws, gavel, parchment (10), inkpot, quill pen, flask, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Barrister]] profession (including rank 1), gain +3 Persuading and +1 in three of the following [[skills]]:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Calligraphy*, Cartography*&lt;br /&gt;
* '''Influence:''' Deceiving, [[Empathy]], Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Economics, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Forging*&lt;br /&gt;
&lt;br /&gt;
== Mediation ==&lt;br /&gt;
When you become a rank 1 Barrister, and every time you gain a rank in the Barrister profession, you improve your ability to understand and resolve conflicts.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
While staying in a friendly settlement, you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you 4d10 sc per week and increases your Social [[Goodwill]] by +1 at the end of each month.&lt;br /&gt;
&lt;br /&gt;
=== Ranks 2-5 ===&lt;br /&gt;
Your expertise extends to a specific realm of the legal and judicial system. Upon earning rank 2 of this profession, you may choose between civil attorney, criminal lawyer, or magister as your professional specialization. At Barrister ranks 3, 4, and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Civil Attorney&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You choose a specialty of law: aristocratic, mercantile, military, or underworld. When performing your rank 1 service you may choose to increase your Goodwill with that local sphere by +1 instead of earning any money.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 12d10+60 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You may choose an additional specialty from rank 2 of this profession. When performing your rank 1 service you may increase your Goodwill with either of those local spheres by +1 in addition to earning money.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the [[Honorable]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 16d10+80 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are considered one of the highest legal authorities in your home region and your services are sought out for resolving matters between any NPC in an academic or mercantile occupation with 4 or fewer ranks in any profession.&lt;br /&gt;
Such high-profile disputes earn you additional income on top of your normal weekly income. Your services now earn you 20d10+200 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Criminal Lawyer&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You gain the Criminal Trial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Criminal Trial (1/Month).''' After completing your mediation as described in Rank 1, you gain +2 Goodwill in your choice of the militant or underworld sphere. Lose 2 Goodwill in the other sphere. This mediation earns you 6d10+60 sc instead of your normal weekly income.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Thug]] profession.&lt;br /&gt;
Your legal services now earn you 8d10 sc per week. Criminal Trial now earns you 8d10+80 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|When you use Criminal Trial, you may choose to make it a high profile case. You gain +2 additional goodwill in your choice of the militant or underworld spheres, and suffer -2 additional goodwill in the other one. The MC may decide that a high profile case has additional ramifications beyond the change in Goodwill.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Thug profession.&lt;br /&gt;
&lt;br /&gt;
Your legal services now earn you 10d10 sc per week. Criminal Trial now earns you 10d10+100 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Criminal Trial becomes 1/Week for you.&lt;br /&gt;
&lt;br /&gt;
You gain the Call a Favor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Call a Favor (1/Month).''' You may leverage your connections in the appropriate social strata to push local events in a direction of your choice. To do so, you must lose 5 Militant or Underworld Goodwill. The exact nature of the favor is up to you and your MC, with some suggestions provided here:&lt;br /&gt;
&lt;br /&gt;
* Turn a [[blind]] eye to a criminal act or a noteworthy individual.&lt;br /&gt;
* Introduce baked evidence into a trial to turn it decisively against someone who may or may not be guilty.&lt;br /&gt;
* Arrest or otherwise apprehend a person of interest to you.&lt;br /&gt;
* Make sure that no members of their organization or rival organizations are in a certain place at a certain time.&lt;br /&gt;
* Offer you and your companions shelter away from prying eyes for a week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MAgister&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You take on a special role in courtrooms: the arbiter of the law, the judge who passes sentences. As such, you are held to a position of unique privilege and respect in your society. Each time your Social Goodwill increases by 1 from your Rank 1 feature, choose another sphere of Goodwill out of aristocratic, mercantile, or military. Gain +1 Goodwill in that sphere as well.&lt;br /&gt;
&lt;br /&gt;
Gain the Case Dismissed ability.&lt;br /&gt;
&lt;br /&gt;
* '''Case Dismissed (1/Week).''' Each time you use your Rank 1 mediation, choose one of the individuals involved in the case. This could be a defendant, aggrieved party, or any of the lawyers or correctional officers involved in the trial. Choose aristocratic, mercantile, military, social, or underworld. That individual gains or loses 1 Goodwill in that sphere (you choose whether they gain or lose it).&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Case Dismissed now targets each individual involved in a case. You may choose not to change an individual’s Goodwill with this ability.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Each time you use Case Dismissed, you may single out one individual as especially praiseworthy… or in particular need of reprimanding. That individual gains or loses an additional 4 Goodwill.&lt;br /&gt;
Your services now earn you 10d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain the Stern Admonishment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stern Admonishment (1/Month).''' When you use Case Dismissed, you may single out an individual who needs an especially harsh punishment. That individual loses an additional 10 Goodwill and loses one professional rank in any profession that they have of your choice.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 15d10 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Thug&amp;diff=14035</id>
		<title>Thug</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Thug&amp;diff=14035"/>
		<updated>2025-10-11T02:24:21Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Underworld, Militant''&lt;br /&gt;
&lt;br /&gt;
You are no stranger to the brutal struggle of urban life, outside the eyes of the law where the strong take from the weak and the sharpness of a blade says more than a written decree. Perhaps your actions come from necessity or maybe they come from a desire for power, but either way you are not afraid to use your cunning, strength, and wits to take what you want when you want it. You claim your territory through brute force or intimidation and do not let anything stand in your way.&lt;br /&gt;
&lt;br /&gt;
==='''Starting Equipment'''===&lt;br /&gt;
If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained from your background: backpack, hooded lantern, flask of oil, tool or kit (1), clothes (simple), tinderbox, cestus or brass knuckles, brigandine armor, 50 ft rope, manacles, rations (2), torches (2)&lt;br /&gt;
&lt;br /&gt;
==='''Skills'''===&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the Thug profession (including rank 1), gain +3 Evading, and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, Intimidating&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Fortuity, Scavenging&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Distance Running, Forced March, Menacing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Disguising*, Evading, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Navigating*, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Gang Leader&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Thug, and every time you gain a rank in the Thug profession, you improve the strength of your gang and expand your territory and influence. Every month that you operate a territory, you suffer -1 Goodwill with the local community.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You have laid claim to territory in a medium or large sized settlement equivalent to one city block. Inns, taverns, and storefronts in that area will pay into your protection racket each week, earning you 3d10+30 sc after your own expenses. Businesses in your territory will always serve you, regardless of Goodwill. Once per week, you can recruit henchmen of ML 2 or lower into your gang. You may have a maximum of three members in your gang. These henchmen will travel with and protect you but only to a distance of 1 mile outside your territory.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
Your territory expands to approximately three city blocks and your protection racket now generates 6d10+60 sc per week. Your maximum number of henchmen increases to 6.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
Your territory expands to approximately six city blocks and your protection racket now generates 12d10+120 sc per week. Your maximum number of henchmen increases to 12. &lt;br /&gt;
&lt;br /&gt;
Additionally, you have managed to buy off a crooked guard who will turn a blind eye to low tier crimes in your territory for 10 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
Your territory expands to approximately ten city blocks and your protection racket now generates 20d10+200 sc. Your maximum number of henchmen increases to 20 and you can pay 30 sc to pay off six guards in the area. &lt;br /&gt;
&lt;br /&gt;
You are a greatly feared authoritarian figure at this point. As part of this benefit, you may immediately gain one rank of the Honorable profession. &lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
Your territory expands to approximately fifteen city blocks and your protection racket now generates 40d10+400 sc. Your maximum number of henchmen increases to 30 and it now costs 100 sc to pay off every guard in the area for one week. &lt;br /&gt;
&lt;br /&gt;
Your MC may decide that a small minority of guards are incorruptible, but such guards are initially unaware that their associates have been bought out. They may or may not ever learn the truth.&lt;br /&gt;
&lt;br /&gt;
Finally, you gain the Call a Hit ability.&lt;br /&gt;
&lt;br /&gt;
* '''Call a Hit (1/Month).''' You may send thirty thugs to burn down a property, murder a target, or extort a bank or wealthy merchant for 20d10 sc. You suffer -5 Goodwill when you do this.&lt;br /&gt;
&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Thief&amp;diff=14034</id>
		<title>Thief</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Thief&amp;diff=14034"/>
		<updated>2025-10-11T02:23:59Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Underworld''&lt;br /&gt;
&lt;br /&gt;
You use your agility and cunning to steal from the wealthy and powerful. You might be a pickpocket, an opportunist, or a brute that holds people up. Regardless, you always have an eye out for the next big score, and you are not above using violence if it means getting what you want. You thrive in the shadows, slipping in and out of buildings and alleyways undetected, and relish the excitement of pitting your skills against those of your marks.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained from your background: daggers or knives (4), pocketed cloak, belt pouches (3), brigandine armor, tool or kit (1), hooded lantern, flask of oil, tinderbox, clothes (simple), rations (2), 50 ft rope, crowbar, waterskin&lt;br /&gt;
&lt;br /&gt;
==='''Skills'''===&lt;br /&gt;
Each time you gain a rank in the Thief profession (including rank 1), gain +3 Evading, and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing, Contorting, Tumbling&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Athletics, Sprinting&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Jeweling*, Painting*, Pottery*, Weaving*, Woodcarving*&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, Empathy, Gossiping, Intimidating&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Art, Economics, Geography, History, Law, Politics of [choose region]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Fortuity&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Entertaining, Savoir Faire&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Distance Running&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Disguising*, Forging*, Lockpicking*, Sleight of Hand&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Sneaking&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Second Story Work&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Thief, and every time you gain a rank in the Thief profession, you improve your ability to sneak and steal without getting caught.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
Given one day of thieving in any medium or large sized settlement, you earn 2d10 sc with a 10% chance of being discovered by the local authorities. For each day spent thieving in a given month, you gain an additional 10% chance of getting discovered (two days leads to a 20% chance, three days to a 30% chance, etc.) with no upper limit to the likelihood of getting discovered.&lt;br /&gt;
&lt;br /&gt;
If discovered, you suffer -1 Goodwill and the local authorities immediately know your description and will seek you out for arrest or recompense.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
Given one day, you are able to find sympathetic criminals in any medium or large settlement. These criminals will direct you to inns and taverns that will always serve you, regardless of Goodwill, and will never report you to the authorities. Some of these institutions might offer food and lodgings for free in exchange for your services. &lt;br /&gt;
&lt;br /&gt;
Your thieving now earns you 4d10 sc per day.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
Your chance of discovery can never rise above 40%. You are now able to locate the dominant thieves’ guild in any medium or large settlement. Once per week this guild will offer you a specialty task that earns you double your thieving income with a set 20% chance of discovery. The guild will always offer you safe lodging and mercantile services, regardless of Goodwill.&lt;br /&gt;
&lt;br /&gt;
Your thieving now earns you 8d10 sc per day.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
The thieves’ guild of your home region now considers you a member and gives you access to passages across any settlement. When using these passages, you will never run into any authorities. If there is a bounty on your head, you may pay your guild 75% of the bounty’s cost and they will make the bounty disappear.&lt;br /&gt;
&lt;br /&gt;
Your thieving now earns you 16d10 sc per day.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
Your cumulative chance of discovery can never rise above 20%. If there is a bounty on your head, you may pay your guild 50% of the bounty’s cost and they will make the bounty disappear. &lt;br /&gt;
&lt;br /&gt;
Additionally, once per week you may recruit up to three thieves in any settlement. These thieves will not travel with you but will increase your skill checks with the subterfuge tag by +3 per thief for one day after being hired.&lt;br /&gt;
&lt;br /&gt;
Your thieving income is now 20d10+200 sc per day.&lt;br /&gt;
&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Trader&amp;diff=14033</id>
		<title>Trader</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Trader&amp;diff=14033"/>
		<updated>2025-10-11T02:23:51Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Mercantile''&lt;br /&gt;
&lt;br /&gt;
You are constantly on the move, traveling from town to town and village to village in search of new markets and opportunities. With a keen eye for profit and a talent for negotiation, you buy low and sell high, always seeking out the best deals and the most valuable merchandise to trade. Whether you are trading in exotic spices, rare herbs, precious gems, or any other commodity that you can get your hands on, you are always seeking to turn a profit and to grow your wealth and influence in the world.&lt;br /&gt;
&lt;br /&gt;
==='''Starting Equipment'''===&lt;br /&gt;
If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained from your background: traveler’s pack, hanging lantern rod, gambeson armor, tool or kit (1), clothes (fine), blanket, bedroll, folding chair, scales, various pouches and bottles, magnifying lens, bolt of fabric (silk), spices (exotic)&lt;br /&gt;
&lt;br /&gt;
==='''Skills'''===&lt;br /&gt;
Each time you gain a rank in the Trader profession (including rank 1), gain +3 Savoir Faire, and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, Empathy, Gossiping, Persuading&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Art, Economics, History, Law, Medicine*, Politics of [choose region], Vehicles* [land], Vehicles* [water]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Network&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Trader, and every time you gain a rank in the Trader profession, you can sell wares, resupply your stock, and expand your wealth and mercantile influence.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
Given one week of business dealings in a marketplace, you may engage in skillful trade.&lt;br /&gt;
&lt;br /&gt;
You earn 2d10+20 sc each time you do this.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You gain one tool or kit of your choice, which you may sell for 20 sc or keep for your own uses, and you earn 4d10+20 sc each time you engage in skillful trade.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
You gain the entrepreneurial capacity to open satellite trading stalls under your personal brand. &lt;br /&gt;
&lt;br /&gt;
Pick three marketplaces that you have been to before. Whenever you return to those marketplaces, you get food and lodging for free.&lt;br /&gt;
&lt;br /&gt;
Additionally, you only need three days to gain your benefits of trading in the marketplace.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You can apply your rank 3 benefit to any new marketplace that you travel to, provided that you spend at least one full week trading and establishing business connections in the new marketplace.  &lt;br /&gt;
&lt;br /&gt;
Additionally, your trade becomes more profitable. You now gain three tools or kits of your choice, which you may sell for 20 sc or keep for your own uses, and you earn 8d10+80 sc each time you engage in skillful trade. &lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
Your reputation allows you to quickly ingratiate yourself into new marketplaces. You only need one day to engage in skillful trade. &lt;br /&gt;
&lt;br /&gt;
Additionally, your trade becomes more profitable. When you trade, you now gain five tools or kits of your choice, which you may sell for 20 sc or keep for your own uses, and you earn 15d10+150 sc each time you engage in skillful trade.&lt;br /&gt;
&lt;br /&gt;
Furthermore, as one of the most renowned entrepreneurs in the world, you can secure an audience with most individuals of great influence. Any NPC with the equivalent of 4 or fewer ranks in any profession will make time to meet with you within 24 hours of your request.&lt;br /&gt;
&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Soldier&amp;diff=14032</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Soldier&amp;diff=14032"/>
		<updated>2025-10-11T02:23:40Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Militant''&lt;br /&gt;
&lt;br /&gt;
You are a proud and dedicated warrior, serving your country and your people with honor and distinction. From defending your homeland against invaders to marching on a foreign land for just war, you are always ready to put your life on the line in the name of duty and honor. With your training, your discipline, and your courage, you are a force to be reckoned with, feared by your enemies and respected by your allies, and you are proud to serve as a symbol of strength and protection for those you hold dear.&lt;br /&gt;
&lt;br /&gt;
==='''Starting Equipment'''===&lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained from your background: rucksack, spear or halberd, chainmail armor, clothes (simple), torches (5), flask, bedroll, flint &amp;amp; steel, insignia of rank (banner, patch, pin, etc.), rations (7), waterskin, bandages (2), 50 ft rope&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Soldier profession (including rank 1), gain +3 Distance Running, and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Carpentry*, Leatherworking*, Smithing*, Woodcarving*&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Gossiping, Intimidating, Leadership&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Geography, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one] Vehicles* [land]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March, Menacing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Dungeoneering, Nature, Navigating*&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Military Ranking&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Soldier, and every time you gain a rank in the Soldier profession, you advance your official position in the military entity of which you are a member.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You are a low-ranking member of the infantry. While in an urban or rural area where your military maintains a presence, you can find free food and lodging among your compatriots. Other members of your military will not go out of their way to help you beyond feeding you and offering you shelter.&lt;br /&gt;
&lt;br /&gt;
You earn a stipend of 5 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You are a low-ranking noncommissioned (noncom) officer in the infantry.&lt;br /&gt;
&lt;br /&gt;
In addition to your rank 1 benefits, while you are in an urban or rural area where your military maintains a presence, you gain +2 to INT checks pertaining to current information of that region.&lt;br /&gt;
&lt;br /&gt;
Your stipend increases to 10 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3-5''' ===&lt;br /&gt;
When you reach rank 3 in the Soldier profession you may choose one specialization: infantry or tactician. This choice gives you benefits at this rank, as well as ranks 4 and 5.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Infantry&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|You are a mid-ranking noncom officer in the infantry. In addition to your rank 1 and 2 benefits, you can levy two members of your military that are ML 2 or lower, such as [[Guard (NPC)|Guards]] or [[Scout|Scouts]]. These members of the infantry will travel with you and fight to protect you while within 30 miles of their original post.&lt;br /&gt;
Your stipend is now 15 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You are a high-ranking noncom officer in the infantry. You can now levy five members of your military using your rank 3 feature.&lt;br /&gt;
Additionally, you may spend one week joining the forces of your military on campaign or patrol. Doing so earns you an additional 2d10 sc per week as well as increasing your reputation. NPCs with the aristocratic or militant occupation and 4 or fewer professional ranks will make time to meet with you within 8 hours of your request.&lt;br /&gt;
&lt;br /&gt;
Your standard military stipend increases to 20 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are the highest rank of noncom officer in the infantry. You can now levy ten members of your military to travel with you anywhere within 30 miles of their original post. These NPCs can be of ML 3 or lower. Additionally, you may spend one week joining the forces of your military on campaign or patrol. Doing so earns you an additional 4d10 sc per week.&lt;br /&gt;
Your standard military stipend increases to 25 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Tactician&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|You are a recognized battlefield tactician and commander. Members of the military you serve gain +1 to their WILL while you are within 30 ft of them and they can see you. The knowledge bonus of your rank 2 feature becomes +5.&lt;br /&gt;
Your stipend is now 15 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You are a distinguished battlefield tactician and commander. Any members of the military you serve gain +1 to all of their mental defenses while they can see you and are within 30 ft of you. The INT bonus of your rank 2 feature becomes +7.&lt;br /&gt;
Your standard military stipend increases to 20 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are one of the most renowned military tacticians in the world. The knowledge bonus of your rank 2 feature becomes +10. Military commanders will seek you out for service and you may spend one week on campaign to earn 4d10 sc in payment.&lt;br /&gt;
Furthermore, you can secure an audience with most military individuals of great influence. Any NPC in a militant, aristocratic, or mercantile occupation with the equivalent of 5 or fewer ranks in any profession will make time to meet with you within 2 hours of your request.&lt;br /&gt;
&lt;br /&gt;
Your standard military stipend increases to 25 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Sailor&amp;diff=14031</id>
		<title>Sailor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Sailor&amp;diff=14031"/>
		<updated>2025-10-11T02:23:29Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Mercantile, Underworld, Wanderer''&lt;br /&gt;
&lt;br /&gt;
You have spent considerable time as an explorer, freebooter, pirate or mariner and define your life by the sea. From skiffs to frigates, you know your way around a ship and are as comfortable in a raging storm as you are in a pleasant breeze. You embrace the freedom, adventure, and danger of life as you traverse the trading lanes or explore parts unknown, never knowing what might be waiting over the next wave.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained from your background: rucksack, leather armor, tool or kit (1), clothes (simple), mess kit, rations (5), utensils, bowl, flask, 50 ft rope, compass&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the Sailor profession (including rank 1), gain +3 Vehicles* [water], and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Balancing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Cartography*, Cooking*, Woodcarving*&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Intimidating, Leadership&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Astrology, Astronomy, Geography, Economics, Medicine*, Military&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Fortuity, Scavenging&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Entertaining&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Menacing&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Evading, Sleight of Hand&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Nature, Navigating*&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Sea Legs&amp;lt;/big&amp;gt; ==&lt;br /&gt;
When you become a rank 1 Sailor, and every time you gain a rank in the Sailor profession, your reputation among NPCs with your choice of mercantile, military, or underworld backgrounds improves.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
You have the skills and knowledge to secure a temporary position on a trading, privateer, pirate, or exploratory vessel and earn 10 sc for every week spent working in a friendly port.&lt;br /&gt;
&lt;br /&gt;
=== Rank 2 ===&lt;br /&gt;
You are an established member of a ship’s crew that provides you with free room and board in any port in which the ship is docked. You now earn 15 sc for every week of service, even if you are not at a port.&lt;br /&gt;
&lt;br /&gt;
=== Rank 3-5 ===&lt;br /&gt;
You have risen to the rank of captain and have your own ship with a crew under your employ. When achieving rank 3 in this profession you may choose a specialization: explorer, merchant, pirate, or privateer. At ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Explorer&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Nomad]] profession. Your ship is outfitted for long journeys.&lt;br /&gt;
Once per week you may attempt a short expedition to discover parts unknown. Roll on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Expedition&amp;lt;/small&amp;gt;&lt;br /&gt;
!d10&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|1-4 &lt;br /&gt;
|Your expedition proves a failure and you are unable to discover any landmasses or treasure of note.&lt;br /&gt;
|-&lt;br /&gt;
|5-8 &lt;br /&gt;
|Your expedition uncovers an island or shipwreck. Selling the mapped location or recovered salvage earns you 4d10 sc.&lt;br /&gt;
|-&lt;br /&gt;
|9-10 &lt;br /&gt;
|You discover a valuable shipwreck or island teeming with resources. Selling the mapped location or recovered salvage earns you 4d10+40 sc.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain another rank in the Nomad profession. You are now an expedition leader and can attempt to fund more elaborate exploratory missions. These missions can be sponsored by NPCs with an academic or aristocratic occupation or can be paid out of your own pocket. Each sponsor gives you a +1 on the Elaborate Expedition table, but takes 10% of final earnings. Failing to succeed may damage your reputation with your sponsor.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&amp;lt;small&amp;gt;Elaborate Expedition&amp;lt;/small&amp;gt;&lt;br /&gt;
!d10&lt;br /&gt;
!Result&lt;br /&gt;
|-&lt;br /&gt;
|1-4 &lt;br /&gt;
|Your expedition proves a failure and you are unable to discover any landmasses or treasure of note.&lt;br /&gt;
|-&lt;br /&gt;
|5-8 &lt;br /&gt;
|Your expedition uncovers an island or shipwreck. Selling the mapped location or recovered salvage earns you 8d10 sc.&lt;br /&gt;
|-&lt;br /&gt;
|9-10 &lt;br /&gt;
|You discover a valuable shipwreck or island teeming with resources. Selling the location or recovered salvage earns you 8d10+80 sc.&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are now a famed explorer and your name is spoken with awe by NPCs with academic or aristocratic occupations. You are twice as likely to find sponsors among these groups. The next elaborate exploratory mission you successfully complete will result in a small landmass being named after you and will earn you double the associated payment.&lt;br /&gt;
Additionally, you gain the ability to communicate rudimentary ideas to any intelligent beings, even if you do not speak their language, and gain a +3 to Intuiting checks regarding understanding unknown cultures, customs, or languages.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Merchant&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Trader]] profession. Every week you may perform a trade mission and earn 2d10 sc in addition to your trader income. When entering a new port, you can locate any specific shops, services, or trading houses within one hour.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You are now a company merchant. Gain another rank in the Trader profession. You may hire an additional ship and no longer need to be present on board to run a trade mission.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain another rank in the Trader profession. You are now a company master and may employ up to three trading vessels.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Pirate&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Thug]] profession. Once per week you may take your ship out to plunder a trading lane, earning you 8d10+80 sc but drawing the attention of local authorities. Every week spent plundering this region will earn your ship a cumulative 50 sc bounty that increases the chance of direct conflict with military or privateer vessels. You become aware of one safe port in the region that will never attempt to collect your bounty.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain another rank in the Thug profession. You are now a pirate master and have a second ship under your command. Your plunder now earns you 12d10+120 sc. You now know the location of every safe port and harbor within your home region and can spend one week discovering one in new regions you visit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are now a pirate lord and may have a total of three ships in your fleet. Your plunder now earns you 20d10+200 sc and your infamy causes all but the bravest merchants to surrender without defense. You have a +3 Intimidating against anyone within 5 miles of the port in which your ships are docked.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Privateer&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank of the [[Soldier]] profession. Your ship and crew are well known to the military of your home region and you may accept military contracts. These contracts pay 4d10 sc and generally include providing escort for supply ships, hunting dangerous pirates, or protecting endangered ports. Each completed contract provides +1 Goodwill with local settlements.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain another rank in the Soldier profession. You are now a commodore and have outfitted your ship for serious military engagements. You may now take contracts to hunt down dangerous bounties. Completing these contracts pays 8d10 sc and earns you an audience with any official with an aristocratic or military occupation if they have 4 or fewer professional ranks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are now an admiral in your home region’s navy and captain one of the strongest ships of the line available. As part of this benefit, you may immediately gain one rank in the [[Honorable]] profession.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Pioneer&amp;diff=14030</id>
		<title>Pioneer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Pioneer&amp;diff=14030"/>
		<updated>2025-10-11T02:23:19Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Aristocratic, Wanderer''&lt;br /&gt;
&lt;br /&gt;
You are always pushing the boundaries and charting new territories. With a thirst for adventure and discovery, you are not afraid to venture into the unknown. A builder, farmer, and protector, you create new settlements and carve out a place for yourself and those who follow in your wake. Your determination, resilience, and resourcefulness are what sets you apart, and your name is known and respected by those who live in the frontier lands.&lt;br /&gt;
&lt;br /&gt;
==='''Starting Equipment'''===&lt;br /&gt;
If you take this profession when you create your character, you gain the following gear, in addition to the equipment you gained from your background: Traveler’s pack, wood- splitting axe, brigandine armor, tool or kit (1), clothes (simple), hooded cloak, two-person tent, mess kit, rations (7), torches (5), tinderbox, waterskin, 50 ft rope &lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Pioneer profession (including rank 1), gain +3 Cartography*, and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Carpentry*, Cartography*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Pottery*, Smithing*, Weaving*, Woodcarving*&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Leadership, Persuading&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Geography, Medicine*, Vehicles* [land], Vehicles* [water]&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Scavenging&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Distance Running, Forced March&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Foraging, Nature, Navigating*, Sheltering, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Homestead&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Pioneer, and every time you gain a rank in the Pioneer profession, you expand your control over an unclaimed tract of wilderness.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You own a plot of undeveloped frontier land approximately 20 acres in size. The land is assumed to produce enough water and food to sustain a household.&lt;br /&gt;
&lt;br /&gt;
Additionally, you have made arrangements to have a place of residence constructed on your land. The residence is large enough to house you and six companions, and it will be completed and ready to inhabit 6 months after you first make these arrangements.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You establish a means of sustaining your homestead. Choose Farming, Fishing, or Logging. This choice grants you benefits at this rank and at rank 3.&lt;br /&gt;
&lt;br /&gt;
'''Farming'''&lt;br /&gt;
&lt;br /&gt;
You have cleared 2 acres of land that is now ready for planting, orchards, or livestock. You may hire up to three laborers who will work the land and produce a harvest worth 1d10 sc per week after expenses. Once per year, your crops produce enough bounty that you can store enough food for you and up to six companions for up to 3 months. &lt;br /&gt;
&lt;br /&gt;
You may also bring this crop to market; for each month’s worth of crops that you sell, you earn 4d10+20 sc.&lt;br /&gt;
&lt;br /&gt;
'''Fishing'''&lt;br /&gt;
&lt;br /&gt;
Your property borders a lake teeming with fish. You may hire three laborers to build and maintain a fishing ship that produces fish worth 1d10 sc per week after expenses. When your lake is not frozen, it produces enough food for 3 creatures to eat indefinitely.&lt;br /&gt;
&lt;br /&gt;
'''Logging'''&lt;br /&gt;
&lt;br /&gt;
Your land encompasses a vast forest that produces quality timber. You may hire up to five laborers to chop and sell this wood locally, earning 2d10+5 sc per week after expenses. &lt;br /&gt;
&lt;br /&gt;
Additionally, your reputation has attracted other homesteaders. You may choose to construct one option from the ''Community Upgrade'' list that becomes established beside your homestead. &lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
Your homestead grows to 40 acres. &lt;br /&gt;
&lt;br /&gt;
Additionally, your reputation has attracted more homesteaders. You may choose to construct two options from the ''Community Upgrade'' list that becomes established beside your homestead.&lt;br /&gt;
&lt;br /&gt;
'''Farming'''&lt;br /&gt;
&lt;br /&gt;
You have cleared 5 acres of land and may hire up to ten laborers who earn you 2d10 sc per week after expenses.&lt;br /&gt;
&lt;br /&gt;
'''Fishing'''&lt;br /&gt;
&lt;br /&gt;
You may hire up to nine laborers to build and maintain three fishing ships that produce fish worth 2d10 sc per week after expenses.&lt;br /&gt;
&lt;br /&gt;
'''Logging'''&lt;br /&gt;
&lt;br /&gt;
You may hire up to twelve laborers to chop and sell this wood locally, earning 4d10+10 sc per week after expenses.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You are now considered the leader of the community and all others living near your homestead look to you for guidance. Your homestead is recognized as a settlement by the regional authority and you may construct a town hall that allows you to establish land trade with nearby communities. &lt;br /&gt;
&lt;br /&gt;
Additionally, your reputation has attracted more homesteaders. You may choose to construct two more options from the ''Community Upgrade'' list that becomes established beside your homestead.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
You are officially recognized as a frontier mayor and may send petitions to the regional authority. &lt;br /&gt;
&lt;br /&gt;
Additionally, your reputation has attracted more homesteaders. You may choose to construct two more options from the ''Community Upgrade'' list that becomes established beside your homestead.&lt;br /&gt;
&lt;br /&gt;
== '''Community Upgrades List''' ==&lt;br /&gt;
You are limited to one of each upgrade.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Building&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Blacksmith'''&lt;br /&gt;
|A skilled blacksmith moves in to ply their trade, constructing a fully functioning forge and domicile on your homestead. Every week, the blacksmith produces 1d8 simple tools and/or simple weapons. You earn a small tax from sales that the blacksmith makes, earning you 2d10 sc per week, or 3d10 sc per week if you have a Mine Shaft.&lt;br /&gt;
|-&lt;br /&gt;
|'''Docks'''&lt;br /&gt;
|''Requires a bordering river, lake, sea, or ocean.'' You order the construction of a small commercial dock on a body of water within or bordering your homestead. This building produces fish for settlement consumption as well as allows trade via water routes.&lt;br /&gt;
|-&lt;br /&gt;
|'''Farm'''&lt;br /&gt;
|Up to 10 acres of your homestead is sold to a local farmer who will work the land and produce enough food to feed the entire community. This earns you 1d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Inn'''&lt;br /&gt;
|You order the construction of a traveler’s inn upon your homestead. This structure includes a kitchen, stable, and tavern along with 10 rooms for visiting guests. You earn a small tax from all revenue generated in this inn, earning you 2d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Marketplace'''&lt;br /&gt;
|You clear out a plot of land for merchants to congregate and ply their wares. Provided that merchants live nearby, this earns favorability with them and generates 10 sc per day for you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Mine Shaft'''&lt;br /&gt;
|Surveyors locate valuable minerals on your homestead. At minimum, you will find either iron ore or clay, which you can sell to manufacturers for 20 sc per week. Your MC might also decide that you find precious metals or other substances underground. Construction includes a barracks for miners.&lt;br /&gt;
|-&lt;br /&gt;
|'''Palisade Wall'''&lt;br /&gt;
|You construct walls around the heart of your homestead, securing your land against the threat of invasion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tailor'''&lt;br /&gt;
|A skilled tailor moves in to ply their trade, constructing a fully functioning weavery, storefront, and domicile on your homestead. Every week, the tailor produces 1d10 clothing items. You earn a small tax from sales the tailor makes, earning you 1d10+5 sc per week, or 2d10+5 sc per week if you have a Farm.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tanner'''&lt;br /&gt;
|A skilled leatherworker moves in to ply their trade, constructing a fully functioning tannery, storefront, and domicile on your homestead. Every week, the tanner produces 1d6 leather goods. You earn a small tax from sales the tanner makes, earning you 2d10+5 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Watchtower'''&lt;br /&gt;
|You install watchtowers around your homestead for use by the local militia, allowing additional vigilance against potential threats.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Physician&amp;diff=14029</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Physician&amp;diff=14029"/>
		<updated>2025-10-11T02:23:03Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Academic, Religious'' &lt;br /&gt;
&lt;br /&gt;
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your skills through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: belt pouch and satchel, gambeson armor, tool or kit (1), clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Physician profession (including rank 1), gain +3 Medicine*, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Leadership &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Arcana, Biology, Chemistry, History, Law &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Intuiting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Lockpicking, Sleight of Hand &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Nature&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Treatment&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Physician, and every time you gain a rank in the Physician profession, your skill as a medical practitioner and your status in the medical community improves.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
Your patient load increases to four; only one of these patients may have an uncommon disease.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +1 Goodwill per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +3 Goodwill per week.&lt;br /&gt;
&lt;br /&gt;
=== Other Physician Specializations ===&lt;br /&gt;
'''[[Physician: Enhanced]]''' - ''MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
''*Updated v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Nomad&amp;diff=14028</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Nomad&amp;diff=14028"/>
		<updated>2025-10-11T02:22:48Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Wanderer'' &lt;br /&gt;
&lt;br /&gt;
Traveling from place to place with your tribe, you follow seasonal patterns and seek fertile grounds for your livestock. You are self-sufficient and have a deep connection to the land and the creatures that roam it, honed from a life of constant movement and adaptation to changing environments. Highly skilled in tracking, survival, and animal husbandry, you are highly valued by other groups, and your knowledge of the wildlands is unmatched.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: Satchel and saddlebags, brigandine armor, tool or kit (1), clothes (simple), hooded cloak, bedroll, mess kit, rations (7), tinderbox, torches (5), waterskin, 50 ft rope&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Nomad profession (including rank 1), gain +3 Sheltering, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Carpentry*, Cartography*, Cobbling*, Cooking*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Gossiping, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Art, Astrology, Astronomy, Geography, History, Medicine*, Religion [choose one], Vehicles* [Land] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Entertaining &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Distance Running, Forced March &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Gather No Moss&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
You are an experienced traveler and survivalist and can always locate food or water while traveling in your home region. You know all the roads and pathways in your home region.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You have one passive beast of burden that is your trusted steed. It is highly intelligent and well trained for its type and will follow simple commands. If separated, it will seek you out from up to a mile away and can be called to your side.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
Your beast of burden can be used to pull a customized cart or wagon large enough to hold you and up to three other individuals. It shelters you from the elements. This wagon can always be repaired using locally sourced materials and is not slowed by rugged terrain.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3-5''' ===&lt;br /&gt;
Your wagon is now large enough to carry you and up to five individuals and their personal belongings. You have two beasts to pull it, instead of only one. Upon earning rank 3 of this profession, you may choose between trader, entertainer, physician, or charlatan as your professional specialization. At Nomad ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Trader&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Trader]] profession. Your wagon is outfitted as a pop-up shop that may carry and trade general goods and you are exempt from any tariffs or licenses required to trade in your home region.&lt;br /&gt;
When you conduct business dealings with your Trader rank 1 benefit, earn +2d10+10 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Once per visit to a friendly town or settlement, you may initiate a grand trading day that earns you double the typical income you would gain from your Trader profession benefits. Additionally, you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any profession.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now hire an apprentice trader who will travel with you but who will not put themselves willingly into danger. While stationed in a friendly settlement, this apprentice will run your Trader business dealings without your presence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Entertainer&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Entertainer]] profession. Your wagon is outfitted as a popup stage or artist gallery from which you can perform or display your wares. Gain +3 to any skill check with the performance tag made from your wagon.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Once per visit to a friendly town or settlement, you may organize an art show or performance for the local citizenship. This earns you 2d20+10 sc, +3 Goodwill, and you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any profession.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now recruit up to three entertainers who will travel with you but who will not put themselves willingly into danger. These entertainers can continue to perform or sell their wares when you are not directly present. This passive income earns you 1d10 sc per entertainer per week.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Physician&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Physician]] profession. Your wagon is outfitted as a well-sourced medical facility in which you can treat diseases or distribute herbal medicines.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Gain one rank in the Physician profession. After successfully curing three individuals of a common or uncommon disease, you are granted free food and lodgings in the corresponding settlement for one month.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now hire an assistant who will travel with you but who will not put themselves willingly into danger. When your assistant is present, gain +3 on any INT/Medicine check to treat an injury or disease.&lt;br /&gt;
Additionally, your assistant can produce and sell herbal remedies without needing your presence doing so earns 2d10+10 sc per week when stationed in a friendly settlement.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Charlatan&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain one rank in the [[Charlatan]] profession. Your wagon acts as a base of operations for your scams and gives you +3 on any Deceiving check made in relation to those scams.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You have found a community of like-minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible.&lt;br /&gt;
Once per visit to a friendly town or settlement, you may attempt a grand scam that earns you double your scam income if you are undiscovered. Additionally, given one week, you may recruit one apprentice who will not travel with you but who will perform the rank 1 Charlatan scam in their settlement in your absence. The apprentice attempts this scam once each month and has a 20% chance of being exposed. If they are not exposed, they earn 2d20+20 sc and you gain half.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You may now recruit a maximum of four apprentices at any time who will each perform the rank 1 Charlatan scam in their settlement in your absence. Each apprentice attempts this scam once each month and has a 20% chance of being exposed. If they are not exposed, they earn 2d20+20 sc each and you gain half.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Knight&amp;diff=14027</id>
		<title>Knight</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Knight&amp;diff=14027"/>
		<updated>2025-10-11T02:22:15Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Aristocratic, Militant'' &lt;br /&gt;
&lt;br /&gt;
You are a defender of the innocent and a champion of justice. Armed with your shining armor and deadly weapons, you roam the lands, righting wrongs and vanquishing evil wherever you find it. With each victory, you earn the loyalty and respect of the people, who look upon you as a shining symbol of hope and valor in a dark and uncertain world.&lt;br /&gt;
&lt;br /&gt;
=== '''Staring Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: rucksack, one large blade, chainmail armor, signet ring, bedroll, mess kit, clothes (simple), embroidered hooded cloak, rations (5), torches (5), tinderbox, 50 ft rope, waterskin&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Knight profession (including rank 1), gain +3 Investigating, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Leatherworking*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Geography, History, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Forced March, Distance Running &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Coat of Arms&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Knight, and every time you gain a rank in the Knight profession, your reputation expands and it becomes easier for you to find quests.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
Once per week in any friendly settlement, you may make a CHA/Persuading or AWR/Perceiving check to seek out citizens in need of your services (DC 12). These quests can range from arbitrating family disputes to hunting dangerous creatures to offering protective services to minor nobles or merchants, and successfully completing them will generate +1 Goodwill with that settlement.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
Your name and reputation has attracted a number of young hopefuls and you may choose to bring one [[Page]] into your employ. This page will travel with you as your attendant, follow reasonable and lawful commands, and take their Initiative immediately after yours in combat. They will hold you in positive regard until you give them a reason not to. &lt;br /&gt;
&lt;br /&gt;
Completed quests now come with a monetary reward of 2d10 sc.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
You now have enough standing to promote your page to a [[Squire]]. This squire will travel with you as your servant and has a simple set of weapons and armor with which they are proficient. They will follow reasonable and lawful commands, and take their Initiative immediately after yours in combat. &lt;br /&gt;
&lt;br /&gt;
You have attracted the attention of a local lord or knightly order that seeks to enlist you to their service. They will provide you with modest accommodations of food and lodging on their property as well as a monthly stipend of 1d10+10 sc. Your lord or order may occasionally approach you with tasks and expects you to serve their interests.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You have achieved the standing of a Knight-Regent and may take up to five [[Knight (NPC)|Knights]] into your own employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you. Every week these knights operate in a given region they will generate +1 Goodwill and bring in enough monetary revenue to maintain their own equipment, room, and board. &lt;br /&gt;
&lt;br /&gt;
Additionally, as part of this benefit, you may immediately gain one rank in the Honorable profession.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
You are now considered a Knight-Commander and may take up to eleven Knights into your employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you. &lt;br /&gt;
&lt;br /&gt;
You may issue a quest that will call all knights to your service. They will travel with and protect you, taking their Initiative directly after yours in combat, in direct pursuit of the quest’s completion. You may issue a quest once every six months.&lt;br /&gt;
&lt;br /&gt;
Quest examples are: to destroy a powerful monster, overthrow an evil tyrant, or to protect a community from an impending attack, but may include any task in service to your home kingdom or knight order tenants.&lt;br /&gt;
&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Inquisitor&amp;diff=14026</id>
		<title>Inquisitor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Inquisitor&amp;diff=14026"/>
		<updated>2025-10-11T02:21:58Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Religious, Militant'' &lt;br /&gt;
&lt;br /&gt;
Even the gods have enemies and they entrust their most devoted and zealous followers to protecting their interests in the mortal realm. Twisted fiends, undead abominations, and heretical cults are just a few of the enemies you root out and destroy, wherever they might hide. Your faith guides you in the endless battle against evil where you struggle to make the world just a little bit safer.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: traveler’s pack, scale mail, clothes (fine), clothes (simple), signet ring, writ of religious authority, mess kit, rations (3), waterskin, manacles&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the Inquisitor profession (including rank 1), gain +3 Investigating, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Smithing*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, Intimidating, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Arcana, Chemistry, History, Medicine*, Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;: Fortuity &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Eavesdropping, Intuiting, Investigating, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Distance Running, Forced March &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Disguising*, Evading, Lockpicking* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Dungeoneering, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Witchfinder&amp;lt;/big&amp;gt; ==&lt;br /&gt;
When you become a rank 1 Inquisitor, and every time you gain a rank in the Inquisitor profession, your ability to hunt down dark magic users improves.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
Spending a week in any settlement allows you to locate one hidden cult, dark ritual, or forbidden magic user if they are present at that time. If located, they can be reported to the authorities of your religion who may request your assistance in eradicating them.&lt;br /&gt;
&lt;br /&gt;
=== Rank 2 ===&lt;br /&gt;
When in a friendly medium to large settlement in which your religion has a presence, you may work as a grave- watcher in the local cemetery. This work involves protecting the consecrated grounds from tampering or theft and in dispatching minor undead creatures that tend to frequent those areas.&lt;br /&gt;
&lt;br /&gt;
Performing this work earns you 2d10+20 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== Rank 3 ===&lt;br /&gt;
You may now locate one hidden cult, dark ritual, or forbidden magic user in just 3 days. Furthermore, you may take into your service one of the retinue members from the ''Inquisitor Retinue'' list. This person will travel with and protect you, taking their combat initiative immediately after yours.&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 ===&lt;br /&gt;
You may take an additional retinue member from the ''Inquisitor Retinue'' list.&lt;br /&gt;
&lt;br /&gt;
Your grave-watcher service now earns you 4d10+40 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== Rank 5 ===&lt;br /&gt;
You are considered a Witchfinder General and may call upon the services of your religion in the pursuit of eradicating evil. Once per month after locating a heretical cult, dark ritual, or forbidden magic user using your rank 1 benefit, you may form an inquisition that produces 2d20+10 faithful militants of ML 2 or lower who will assist you in the task in destroying this evil. They will follow your reasonable and lawful commands for one day. However, they will not travel farther than 30 miles from their home settlement.&lt;br /&gt;
&lt;br /&gt;
You may take a third retinue member into your service from the ''Inquisitor Retinue'' list.&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Inquisitor Retinue List&amp;lt;/big&amp;gt; ==&lt;br /&gt;
When you take an [[Creature List|NPC]] into your Retinue, choose from the following options. Each option can be chosen only once.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!NPC&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Courtier]]''' &lt;br /&gt;
|''ML 2.'' This minor noble can attempt to gain you an audience with any NPC with 4 or fewer professional ranks with the aristocrat, mercantile, or military occupations.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Demonologist]]''' &lt;br /&gt;
|''ML 2.'' This researcher is not equipped for combat but is highly skilled in uncovering information about demons and cults.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Physician (NPC)|Physician]]'''&lt;br /&gt;
|''ML 2.'' This medical specialist is not equipped for combat but grants you significant medical assistance.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Rogue (NPC)|Rogue]]'''&lt;br /&gt;
|''ML 3.'' This criminal has agreed to serve you in exchange for a commuted prison sentence.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[Veteran Soldier]]''' &lt;br /&gt;
|''ML 3.'' This experienced soldier is battle- ready and eager to fight on your behalf.&lt;br /&gt;
|-&lt;br /&gt;
|'''[[War Priest]]''' &lt;br /&gt;
|''ML 3.'' This war priest shares your religion and is able to cast minor spells from the Divine Source.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Honorable&amp;diff=14025</id>
		<title>Honorable</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Honorable&amp;diff=14025"/>
		<updated>2025-10-11T02:21:46Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Aristocratic'' &lt;br /&gt;
&lt;br /&gt;
You are a member of the upper echelons of society, held in high esteem by those around you. Having been born into privilege, with access to the best education, training, and resources, and are expected to use your influence and power for the betterment of the realm. A leader among leaders, with the respect and admiration of your peers, you are looked upon as a symbol of the ideals and values of your noble heritage.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: satchel, brigandine armor, tool or kit (1), two sets of clothes (noble), books of any topic fiction or nonfiction (10), clothes (ceremonial), blank journal, quill pen, wineskin, signet ring, writ of status&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the Honorable profession (including rank 1), gain +3 Intuiting, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Calligraphy*, Cartography*, Jeweling*, Painting*, Weaving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, Empathy, Gossiping, Intimidating, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Art, Economics, Geography, History, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Eavesdropping, Perceiving&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Dancing, Entertaining, Instrument* [choose one]&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Noble Title&amp;lt;/big&amp;gt; ==&lt;br /&gt;
When you become a rank 1 Honorable, and every time you gain a rank in the Honorable profession, your influence and staff expand significantly as your noble title is elevated.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
You own a tract of land containing an upper-class residence. Depending upon the standards of the nation in which you own land, this might range from a cityside abode to a countryside estate. You may employ up to five attendants that maintain your grounds. Your noble affairs are assumed to cover the expenses of your grounds and staff, though you must personally finance any additional or specialized staff or modifications to your estate.  &lt;br /&gt;
&lt;br /&gt;
Furthermore, you enjoy respect among aristocrats. You can secure an audience with most city officials within three days of requesting one.&lt;br /&gt;
&lt;br /&gt;
Lastly, you have a personal attendant that will carry your supplies for you and handle basic scheduling arrangements on your behalf.&lt;br /&gt;
&lt;br /&gt;
=== Rank 2 ===&lt;br /&gt;
Your estate doubles in size, and you now employ 10 servants. You may choose two modifications from the Aristocratic Property Modifications list to construct on your grounds. &lt;br /&gt;
&lt;br /&gt;
You can secure an audience with most city officials within two days of requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
=== Rank 3 ===&lt;br /&gt;
Your estate doubles again (quadrupling from its original size). You now employ 20 servants and 10 specialized servants that are ML 2 or lower, such as Guards or Scouts. These specialized employees will not travel with you, but will follow your spoken commands while on your estate grounds. Additionally, you may construct two more modifications from the ''Aristocratic Property Modifications'' list. &lt;br /&gt;
&lt;br /&gt;
You can secure an audience with most city officials within one day of requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
=== Rank 4 ===&lt;br /&gt;
Your estate doubles again (eight times its original size). You now employ 40 servants and 20 specialized servants that are ML 2 or lower. These specialized employees will not travel with you, but will follow your spoken commands while on your estate grounds. Additionally, you may construct three more modifications from the ''Aristocratic Property Modifications'' list. &lt;br /&gt;
&lt;br /&gt;
You can secure an audience with most city officials within one hour of requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
=== Rank 5 ===&lt;br /&gt;
Your estate doubles again (sixteen times its original size). You now employ 80 servants and 40 specialized servants that are ML 2 or lower. These specialized employees will not travel with you, but will follow your spoken commands while on your estate grounds. You also have five elite attendees, which can be ML 3 or lower. These elite attendees will travel with you on any of your adventures if asked. Additionally, you may construct three more modifications from the ''Aristocratic Property Modifications'' list.  &lt;br /&gt;
&lt;br /&gt;
You can secure an audience with most city officials immediately upon requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
== Aristocratic Property Modifications ==&lt;br /&gt;
When you gain modifications for your property, you choose out of the following options.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Property Modification&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Guest House'''&lt;br /&gt;
|You construct an additional residential building capable of housing ten people.&lt;br /&gt;
|-&lt;br /&gt;
|'''Barracks''' &lt;br /&gt;
|You construct a stark, practical building capable of holding up to twenty soldiers. This building does not include a kitchen or lounge as a residence would.&lt;br /&gt;
|-&lt;br /&gt;
|'''Granery''' &lt;br /&gt;
|You build a silo or storage barn that grants you the capacity to stockpile enough food to provide for your entire estate through a standard winter season. This does not automatically guarantee that you can find enough food to fill the granary, however.&lt;br /&gt;
|-&lt;br /&gt;
|'''Residential Upgrade: Manor'''&lt;br /&gt;
|You upgrade your residency to a manor, making it look aesthetically pleasing and luxurious on the outside as well as increasing the number of rooms and amenities within.&lt;br /&gt;
|-&lt;br /&gt;
|'''Residential Upgrade: Keep''' &lt;br /&gt;
|You upgrade your manor to a keep, expanding the number of rooms and fortifying the exterior walls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Marketplace'''&lt;br /&gt;
|You clear out a plot of land for merchants to congregate and ply their wares. Provided that merchants live nearby, this earns favor with them and generates 20d20 sc per week for you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Garden'''&lt;br /&gt;
|You construct an elaborate garden for relaxation, meditation, and entertaining guests.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stables''' &lt;br /&gt;
|You build stables that can house up to 20 horses and equipment for riding (including armored barding). Horses and equipment sold separately.&lt;br /&gt;
|-&lt;br /&gt;
|'''Walls'''&lt;br /&gt;
|You construct walls around 20 acres of your property, securing your land against the threat of invasion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Watchtowers''' &lt;br /&gt;
|You install watchtowers around 20 acres of your property, allowing additional vigilance against potential threats.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Guard&amp;diff=14024</id>
		<title>Guard</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Guard&amp;diff=14024"/>
		<updated>2025-10-11T02:21:33Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Mercantile, Militant'' &lt;br /&gt;
&lt;br /&gt;
You are the first line of defense against danger and threats to the people and places you are sworn to protect. You might be stationed at a castle gate, patrolling the streets of a city, or guarding a convoy on a dangerous road. You are always alert and ready, armed with your weapons and your training, to keep those in your charge safe from harm. With your unwavering vigilance and your keen eye, you are a reassuring presence, providing peace of mind and security to all who depend on you for protection.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: rucksack, a spear or a halberd, chainmail armor, clothes (simple), torch (10), deck of cards, manacles, insignia of rank (banner, patch, pin, etc.), hooded lantern, flask of oil&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Guard profession (including rank 1), gain +3 Perceiving, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;: Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Intimidating &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Eavesdropping, Intuiting, Investigating &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;: Distance Running, Forced March, Menacing &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Dungeoneering, Sheltering&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Private Security&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Guard, and every time you gain a rank in the Guard profession, you advance your official position as private security personnel.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You are a low-ranking member of a private security group. You are tasked with guarding a private location. While you are at that location, you have food and lodging for free. Guarding a private location comes with additional benefits: up to five of your travel companions gain free food and lodging at the locale as you do, but do not receive payment for guarding the location unless they also have this profession. &lt;br /&gt;
&lt;br /&gt;
For each day that you guard the location, gain 1 sc; at the end of each consecutive week, gain an additional 3 sc bonus (leading to 10 sc per week).&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You have been recognized as a skilled and dedicated Guard. Whenever you are in an urban area, you can find work as a Guard at a private location. As you are trusted to act with discretion, you easily pick up rumors regarding your urban environment. After guarding a location for two days, you learn the nature of one of the following aspects of the urban area: layfolk, mercantile, military, political, religious, or underworld. &lt;br /&gt;
&lt;br /&gt;
Your pay increases to 3 sc per day, with a weekly bonus of 9 sc (for a total of 30 sc per week) using this feature.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
Trusted as one of the best of the best, you are charged with protecting individual personnel of great importance. You are also given authority to speak on behalf of the individual whom you protect. You may secure a meeting with any political, military, or economic official who has 3 or fewer ranks in their profession; they will make time to meet with you within 8 hours of your request.  &lt;br /&gt;
&lt;br /&gt;
You earn 10 sc per day, with a 30 sc bonus each consecutive week (for a total of 100 sc or 1 q per week) and you gain +1 Goodwill. You can earn no more than +1 Goodwill per month using this feature. &lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in one of the following professions: Honorable, Inquisitor, Knight, Soldier, or Thug. &lt;br /&gt;
&lt;br /&gt;
You may secure a meeting with any political, military, or economic official who has 4 or fewer ranks in their profession; they will make time to meet with you within 8 hours of your request.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in one of the following professions: Honorable, Inquisitor, Knight, Soldier, or Thug. &lt;br /&gt;
&lt;br /&gt;
You may secure a meeting with any political, military, or economic official who has 4 or fewer ranks in their profession; they will make time to meet with you within 2 hours of your request.&lt;br /&gt;
&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Entertainer&amp;diff=14023</id>
		<title>Entertainer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Entertainer&amp;diff=14023"/>
		<updated>2025-10-11T02:21:20Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Occupation Tag'': Aristocratic, Mercantile'' &lt;br /&gt;
&lt;br /&gt;
You are a master of creating beauty and inspiring emotion through your art. You bring your imagination to life through paintings, sculptures, music, or any other medium that suits your fancy, captivating your audience with your unique vision and style. Whether you are creating grand masterpieces for kings and queens, or intimate works that speak to the hearts of the common folk, you are driven by a passion for art and a desire to leave a lasting legacy of beauty and inspiration in the world.&lt;br /&gt;
&lt;br /&gt;
__NOAUTOLINKS__&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: backpack, gambeson armor, tool or kit (1), clothes (fine), instruments (2), makeup (2), costumes/disguises (2), props such as juggling balls or a book of songs&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Entertainer profession (including rank 1), gain +3 Entertaining, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Calligraphy*, Carpentry*, Cartography*, Cobbling*, Cooking*, Glassblowing*, Jeweling*, Leatherworking*, Masonry*, Painting*, Pottery*, Smithing*, Weaving*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Gossiping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Art, Geography, History, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Disguising*, Forging*&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Developing Talent&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Entertainer you learn how to leverage your natural talents and can now use artistic skills to generate income.&lt;br /&gt;
&lt;br /&gt;
When you first take the Entertainer profession, choose whether you are an artist or a performer. At ranks 2-5 you advance in the same professional track that you chose at rank 1.&lt;br /&gt;
&lt;br /&gt;
=== '''Ranks 1-5''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Artist&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|You are proficient in one artistic medium of your choice. Gain +3 Skill Points to one skill of your choice with the crafting tag.&lt;br /&gt;
Every week you may create one art piece to sell that earns you 1d10+20 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You may choose a second artistic medium. Gain +3 to one skill of your choice with the crafting tag. This must be a different skill than you chose in rank 1. Additionally, given one hour in a friendly city you can locate an artist’s commune that will house you for free for up to one week.&lt;br /&gt;
Whenever you sell art you now earn 2d10+30 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Your abilities as an artist blossom. Gain +3 to both your rank 1 and rank 2 skill.&lt;br /&gt;
Selling an art piece now generates 4d10+60 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|One of the mediums becomes your specialty. Gain +3 to either your rank 1 or rank 2 skill.&lt;br /&gt;
Selling an art piece now generates 10d10+50 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are considered an artistic master of the medium chosen at rank 4 of this profession. You maximize your bonus to this skill (it becomes a +20).&lt;br /&gt;
Selling an art piece now generates 20d10+100 sc. &lt;br /&gt;
&lt;br /&gt;
Once in your lifetime, you may pour your heart and soul into a single work of art that is of legendary quality and can be sold for 2d10+200 dc (diamond coins). This piece takes 4 weeks of work to complete.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Performer&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|You are proficient in one form of physical expression of your choice. Gain +3 in one skill of your choice from the following: Contorting, Dancing, Entertaining, Instrument [choose one], or Tumbling.&lt;br /&gt;
You may perform once per week in a local inn, tavern, or public space to earn 1d10+5 sc, in addition to free room and board.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You may choose a second skill of physical expression. Gain +3 in one skill of your choice from the following: Contorting, Dancing, Entertaining, Instrument [choose one], or Tumbling. This must be a different skill than you chose in rank 1.&lt;br /&gt;
Your performances now earn you 2d10+10 sc per week, in addition to free room and board.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Your performance has caught the attention of a sponsor who offers to support and represent you. Your budding reputation allows your sponsor to petition for invitations to any event hosted by an NPC with an aristocratic or mercantile occupation with a 50% chance of success.&lt;br /&gt;
Your performances now earn you 4d10+20 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Your reputation spreads and the citizenry has become enthralled by your performances. Your chance of petitioning an invitation successfully increases to 75%, and there is a small chance that invitations to such events are sent directly to you (this will be determined by your MC). You now gain +3 to any check using the skills chosen at ranks 1 and 2 of this profession.&lt;br /&gt;
Every week spent performing now earns you 8d10+40 sc and increases your Goodwill by +1.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are considered a celebrity in friendly settlements of your home region. Your reputation allows you to attend any event organized by NPCs with an aristocratic or mercantile occupation. Every day you spend in a friendly settlement increases the likelihood you receive a direct invitation to such an event. Furthermore, as one of the most famous performers in the world, you can secure an audience with individuals of great influence. Any NPC with the equivalent of 4 or fewer ranks in any profession will make time to meet with you within 2 hours of your request.&lt;br /&gt;
Additionally, once per month you may design and perform a special performance that leaves audiences in awe. You immediately gain +5 Goodwill in the settlement in which you perform and all NPCs that are ML 5 or lower who are in attendance are Charmed by you for one week.&lt;br /&gt;
&lt;br /&gt;
Your performances now earn you 10d10+50 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clergy&amp;diff=14022</id>
		<title>Clergy</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clergy&amp;diff=14022"/>
		<updated>2025-10-11T02:20:32Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Occupation Tag'': Academic, Religious'' &lt;br /&gt;
&lt;br /&gt;
You are a member of the clergy in a religious [[order]] of your choosing. While you do not yet preach directly to congregants, you handle many other spiritual aspects of your religion along with the mundane tasks of day to day life. You might spend time transcribing or preserving the sacred texts of your faith, or handling the business of keeping a temple funded and maintained. As immersed in this environment as you are, you are deeply interested in gathering a deeper understanding of your faith practices.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: backpack, scroll case, tool or kit (1), gambeson [[armor]], quarterstaff, clothes (simple), clothes (fine), candles (10), religious icon, small collection of scrolls, incense, rations (2), waterskin&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Gain +3 Religion [choose one]. Each time you gain a rank in the Clergy profession (including rank 1), gain +1 in three of the following [[skills]]:  &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Calligraphy*, Cooking*, Leatherworking*, Painting*, Weaving*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, [[Empathy]], Gossiping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Eavesdropping, Intuiting&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Nature&lt;br /&gt;
&lt;br /&gt;
Unlike other professions, you do not gain this +3 to Religion each time you gain a rank in Clergy; rather, you gain +3 Skill Points as specified in ranks 2-5.&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Called to Serve&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Clergy, and every time you gain a rank in the Clergy profession, you deepen your understanding of your religion, your faith, and your philosophy.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You may choose one religious deity to pledge yourself to and enter into their service. Any religious center whose faith you share will provide food and shelter to you for free.&lt;br /&gt;
&lt;br /&gt;
Additionally, while staying in a friendly settlement you may spend a week serving the poor and destitute. Doing this earns you +1 [[Goodwill]] and greatly increases your reputation in low-income communities.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2-5''' ===&lt;br /&gt;
You are now an acolyte in your chosen faith and upon reaching rank 2 in the clergy profession, you may choose one specialization: preacher, priest, or theologian. At ranks 3, 4, and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Preacher&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
Given 8 hours of orating, you can influence public opinion on a political or religious topic. You may sway 1d20 commoner [[NPCs]] with your words as if under the effects of the [[Charm Person]] [[psionic]] spell for one week, and they will follow your reasonable and lawful commands.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
Given a day of orating, you can influence public opinion on a pertinent political or religious topic. You may now sway up to 4d20 commoner NPCs given 8 hours of orating.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
Given a day of orating, you can influence public opinion on a pertinent political or religious topic. You may sway 10d20 commoner NPCs with your words as if under the effects of the Charm Person psionic spell for one week, and they will follow any command, even if it is not lawful.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Entertaining.&lt;br /&gt;
Given a day of orating, you can influence public opinion on a pertinent political or religious topic. You may now sway up to 20d20 commoner NPCs given a day of orating to follow any command, even if it is not lawful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Priest&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Once per week you may perform a service to bless the local community. The effects of this blessing are determined by the tenets of your faith. It might include effects such as calming an agitated populace, encouraging a despairing group, lessening the symptoms of an infectious [[disease]], or enabling a population to subsist on fewer rations than they would normally need. Your MC might allow additional options based on the population in question.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
Your blessing can now inspire the local community. The benefits of your blessing now last for 1 month.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
As a recognized leader of your faith you have special honors with NPCs that have an aristocratic occupation and share your religion. You may request a meeting with any such NPC in your area and they will honor your request within 24 hours.&lt;br /&gt;
&lt;br /&gt;
Additionally, you may command the priests of any community in which your faith is present to perform your faith’s blessing at any time, which will be maintained until you command it to stop.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Empathy.&lt;br /&gt;
As an honored leader of your faith, you have special honors with NPCs with an aristocratic occupation who practice any religion. You may request a meeting with any such NPC in your area and they will honor your request within 24 hours.&lt;br /&gt;
&lt;br /&gt;
Additionally, when entering a community in which your religion is not present, you may spend one month proselytizing, after which a sizable amount of the population is swayed to your beliefs. This establishes a temple or gathering in which your blessing can be performed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Theologian&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
As part of this benefit, you may immediately gain one rank of the Archivist or Barrister profession.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
As part of this benefit, you may immediately gain one rank of the profession you chose at rank 3 of this profession, including all of the skills it provides.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Religion [choose one].&lt;br /&gt;
As part of this benefit, you may immediately gain one rank of the profession you chose at rank 3 of this profession.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Charlatan&amp;diff=14021</id>
		<title>Charlatan</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Charlatan&amp;diff=14021"/>
		<updated>2025-10-11T02:20:19Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Mercantile, Underworld'' &lt;br /&gt;
&lt;br /&gt;
You use your silver tongue and quick wit to deceive and manipulate others. You move from town to town, using your skills of deception to sell false remedies, perform illusions, or simply con unsuspecting marks out of their hard-earned coin. Whether you are a traveling swindler or a confidence trickster, you always have a new scam up your sleeve, and you revel in the thrill of fooling others and getting away with it.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment gained from your background: pocketed cloak, gear to run your con of choice (choose one: marked cards, weighted dice, defunct goods, fake antiques, or false gems/gold), small hand cart or prop-up stand, belt pouches (3), brigandine armor, tool or kit (1), clothes (fine)&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Charlatan profession (including rank 1), gain +3 Deceiving, and +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;: Contorting &lt;br /&gt;
&lt;br /&gt;
• I&amp;lt;u&amp;gt;nfluence&amp;lt;/u&amp;gt;: Empathy, Gossiping, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Art, Economics, History, Law, Medicine*, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Intuiting, Investigating, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Disguising*, Forging*, Lockpicking*, Sleight of Hand &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Sneaking&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Scam Business&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
You are no stranger to bending the truth and have devised a number of scams to relieve people of their hard earned coin. There is always a chance that something goes wrong, but with great risk comes greater rewards!&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
You have a knack for disguises and can create a fake identity with one hour of work. This identity does not include any official paperwork and will not stand up to investigation. Once per day in a friendly settlement, you may attempt to run a scam. This scam can include selling a miracle drug, knockoff items, fake investments, or similar ruses and successfully running the scam earns you 2d20+20 sc. There is a 20% chance your scam is exposed. &lt;br /&gt;
&lt;br /&gt;
This action can be repeated, but every subsequent attempt in that same settlement within a one month period comes with an additional 5% chance of being exposed. If the scam is exposed, gain -3 Goodwill and the local authorities immediately know your name (or that of your disguise) and will seek you out for arrest or recompense. No other scams can be run in that settlement for one month.&lt;br /&gt;
&lt;br /&gt;
If the scam does not involve or target notable NPCs or plot-relevant items, your MC might elect to abstract the scam into a couple dice rolls and let you narrate how it happens. First, roll to determine how many sc your scam earns, then roll percentile dice to determine if your scam is exposed or not.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You are now adept at finding like-minded individuals who will help run your scams. If you spend one day in a town or city, you can find and recruit up to two conspirators that will act as audience plants, distractions, or “witnesses” to the efficacy of what you are selling. For each conspirator you hire, you lose 1d20 sc when running a scam, as you have to divide the coin up with them. However, each conspirator also decreases your chance of being exposed by 5%, to a minimum of 5%. &lt;br /&gt;
&lt;br /&gt;
Successfully running a scam now earns you 4d20+40 sc.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
You can now recruit up to three conspirators. Your fake identities now include official looking documentation and that will hold up against all but the most thorough investigations. &lt;br /&gt;
&lt;br /&gt;
Successfully running a scam now earns you 8d20+80 sc.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You can now recruit up to four conspirators. &lt;br /&gt;
&lt;br /&gt;
Successfully running a scam now earns you 20d20+200 sc.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
You may now follow your successful scams with a rug-pull. After running three successful scams in one area, you may run a final gambit that earns 80d20+800 sc. &lt;br /&gt;
&lt;br /&gt;
As part of this action, roll 1d4 to determine the number of days before the settlement’s authorities become aware of you or your fake identity, after which they will attempt to seek you out for arrest or recompense.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Barrister&amp;diff=14020</id>
		<title>Barrister</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Barrister&amp;diff=14020"/>
		<updated>2025-10-11T02:20:00Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Academic, Aristocratic'' &lt;br /&gt;
&lt;br /&gt;
Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: backpack, scroll case, brigandine armor, tool or kit (1), clothes (noble), book of laws, gavel, parchment (10), inkpot, quill pen, flask, waterskin&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Barrister profession (including rank 1), gain +3 Persuading and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Calligraphy*, Cartography* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, Empathy, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Economics, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Forging*&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Mediation&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Barrister, and every time you gain a rank in the Barrister profession, you improve your ability to understand and resolve conflicts.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
While staying in a friendly settlement, you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you 4d10 sc per week and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You choose a specialty of law: aristocratic, mercantile, military, or underworld. When performing your rank 1 service you may choose to increase your Goodwill with that local sphere by +1 instead of earning any money. &lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Archivist profession. &lt;br /&gt;
&lt;br /&gt;
Your services now earn you 12d10+60 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You may choose an additional specialty from rank 2 of this profession. When performing your rank 1 service you may increase your Goodwill with either of those local spheres by +1 in addition to earning money. &lt;br /&gt;
&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Honorable profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 16d10+80 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
You are considered one of the highest legal authorities in your home region and your services are sought out for resolving matters between any NPC in an academic or mercantile occupation with 4 or fewer ranks in any profession. &lt;br /&gt;
&lt;br /&gt;
Such high-profile disputes earn you additional income on top of your normal weekly income. Your services now earn you 20d10+200 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Other Barrister Specializations''' ===&lt;br /&gt;
'''[[Barrister: Enhanced]]''' - ''MythCraft Enhanced'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=14019</id>
		<title>Archivist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=14019"/>
		<updated>2025-10-11T02:19:16Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Profession]]&lt;br /&gt;
__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Academic''&lt;br /&gt;
&lt;br /&gt;
You are passionate about preserving the past and uncovering the secrets of the ages. Through weeks upon weeks of research sifting through dusty tomes, you are always seeking to expand your understanding of the world and to bring new knowledge to light.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: satchel, scroll case, gambeson armor, tool or kit (1), lantern, robes, clothes (simple), flask of oil, small collection of books and scrolls, rations (2), inkpot, quill pen, parchment (10), waterskin&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the Archivist profession (including rank 1), gain +3 History, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Calligraphy*, Cartography*, Masonry*, Painting*, Pottery*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Gossiping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Intuiting, Investigating, Perceiving&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Tenure&amp;lt;/big&amp;gt; ==&lt;br /&gt;
When you become a rank 1 Archivist, and every time you gain a rank in the Archivist profession, your academic tenure improves.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
Given 8 hours of research at a well-resourced library, you can uncover any written information available to the public.&lt;br /&gt;
&lt;br /&gt;
=== Rank 2 ===&lt;br /&gt;
Given one day of research at a well-resourced library, you can uncover any written information, including forbidden texts. &lt;br /&gt;
&lt;br /&gt;
You may sell your services as a researcher to earn 1d10+10 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== Rank 3-5 ===&lt;br /&gt;
Your expertise extends to a specific realm of historical discovery. Upon earning rank 3 of this profession, you may choose between chronicler or historian as your professional specialization. At Archivist ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+'''Chronicler'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''           &lt;br /&gt;
|You are a recognized expert in historical field work and no longer need to be in a well-resourced library to perform your research services. You also have intimate knowledge of your home region’s geographical history and have +3 checks related to locating any ruin, crypt, or cave in that region or recalling information about them. Additionally, given one day in an urban area, you may discern three societal aspects of the city (or neighborhood if the city is exceptionally large). Learn the nature of three of the following aspects of the urban area: aristocratic, layfolk, mercantile, military, religious, or underworld.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Investigating. Your skills of investigation and interview are well known amongst NPCs with an academic or aristocratic occupation. Given one day in an urban area, you may discern all societal aspects of the city (or neighborhood if the city is exceptionally large).&lt;br /&gt;
Your research services now earn you 3d10+30 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are a famous biographer with access to the highest courts in your home region and are welcome at events hosted by NPCs with an academic or aristocratic occupation. As part of this benefit, you may immediately gain one rank in the Honorable profession.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Historian&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''    &lt;br /&gt;
|Your tenure as a preeminent historian allows you to recruit students of history to do small tasks and errands for you, provided that you are in a town or city with an academic presence. They will deliver messages, handle shopping transactions, and conduct in-depth research on your behalf. &lt;br /&gt;
Your research services now earn you 2d10+20 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4''' &lt;br /&gt;
|You have intimate knowledge of your home region’s political history, including all lines of nobility, succession, and law, and can recall this information without being in a well-resourced library. As part of this benefit, you may immediately gain one rank in the Barrister profession.&lt;br /&gt;
Your research services now earn you 4d10+40 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5''' &lt;br /&gt;
|Your great historical works have been widely praised within the halls of power and your ability of insight into past events is unmatched. Your studies have revealed to you the approximate location of one lost artifact of legendary value and power within a ruin inside your home region.&lt;br /&gt;
Furthermore, as one of the most renowned historians in the world, you can secure an audience with most individuals of great influence. An NPC in any occupation with 4 or fewer ranks in any profession will make time to meet with you within 24 hours of your request.&lt;br /&gt;
&lt;br /&gt;
Your research services now earn you 10d10+100 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other Archivist Specializations ===&lt;br /&gt;
'''[[Archivist: Librarian]] -''' ''Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Barrister: Enhanced]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]] • [[Physician: Enhanced]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14018</id>
		<title>Physician: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Physician:_Enhanced&amp;diff=14018"/>
		<updated>2025-10-11T02:17:38Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: Created page with &amp;quot;''Source: MythCraft Enhanced''  Occupation Tags: ''Academic, Religious''  You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your skills through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often call...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Religious''&lt;br /&gt;
&lt;br /&gt;
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your [[skills]] through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: belt pouch and satchel, gambeson [[armor]], tool or kit (1), clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Physician]] profession (including rank 1), gain +1 in three of the following skills:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Alchemy*, Brewing*, Woodcarving*&lt;br /&gt;
* '''Influence:''' [[Empathy]], Leadership&lt;br /&gt;
* '''Knowledge:''' Arcana, Biology, Chemistry, History, Law&lt;br /&gt;
* '''Observation:''' Appraising, Intuiting&lt;br /&gt;
* '''Subterfuge:''' Lockpicking, Sleight of Hand&lt;br /&gt;
* '''Survival:''' Animal Handling, Nature&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
When you become a rank 1 Physician, and every time you gain a rank in the Physician profession, your skill as a medical practitioner and your status in the medical community improves.&lt;br /&gt;
&lt;br /&gt;
You have completed the basic training required to treat individuals suffering from illness or injury. Choose your specialization as a physician: apothecary, field surgeon, medical doctor, or veterinarian. Each time you rank up in this profession, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Apothecary&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the herbalism ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbalism (1/Rest).''' While you are not in an urban area, you may scrounge for flora and fauna with intrinsic medicinal value. Make a DC 15 AWR/Foraging, INT/Nature, or LUCK/Scavenging check. On a success, you gain 1 herbal tincture. You may have a number of herbal tinctures up to double your INT.&lt;br /&gt;
&lt;br /&gt;
Gain the Herbal Cure ability.&lt;br /&gt;
&lt;br /&gt;
* '''Herbal Cure (1/Week).''' You can spend 1 hour attempting to treat a patient by expending 1 herbal tincture. Make a DC 18 INT/Nature check; on a success, then you cure one creature of a common [[disease]] or [[poison]]. On a failure, you expend your herbal tincture but do not expend your use of Herbal Cure.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the More Leeches! ability.&lt;br /&gt;
&lt;br /&gt;
* '''More Leeches!''' When you attempt to treat a patient using Herbal Cure, you may also apply an unnecessarily voluminous number of leeches and/or maggots to draw out the bad blood and eat away rotten flesh. The patient takes 1d4 sharp damage and 1d4 psychic damage. Lower your treatment DC by the amount of damage the patient took.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
&lt;br /&gt;
When using Herbal Cure, you may expend additional herbal tinctures to attempt to cure more deadly diseases or poisons, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tinctures&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Common&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Uncommon&lt;br /&gt;
|22&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Rare&lt;br /&gt;
|28&lt;br /&gt;
|-&lt;br /&gt;
|16&lt;br /&gt;
|Very Rare&lt;br /&gt;
|35&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Gain the Balance the Humors ability.&lt;br /&gt;
&lt;br /&gt;
Balance the Humors. When you attempt to treat a patient using Herbal Cure, you may first attempt to balance their humors. To do so, make an INT/Religion check against a DC determined based on the poison or disease’s rarity, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Rarity&lt;br /&gt;
!DC&lt;br /&gt;
|-&lt;br /&gt;
|Common&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Uncommon&lt;br /&gt;
|16&lt;br /&gt;
|-&lt;br /&gt;
|Rare&lt;br /&gt;
|20&lt;br /&gt;
|-&lt;br /&gt;
|Very Rare&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
If successful, lower the DC for your treatment by 4. Lower the DC for your treatment by an additional 4 if you exceeded your DC by 8 or more.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Nature.&lt;br /&gt;
Herbal Cure becomes 1/Rest.&lt;br /&gt;
&lt;br /&gt;
Gain the Apothecary’s Remedy ability.&lt;br /&gt;
&lt;br /&gt;
* '''Apothecary's Remedy (1/Week).''' Applying additional herbal tinctures to a patient allows you to lower the DC of their treatment by 2 per additional tincture used.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Field Surgeon&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Triage ability.&lt;br /&gt;
&lt;br /&gt;
* '''Triage (1/Rest).''' By spending 1 minute, you can attempt to treat one patient suffering from a lingering injury. Make an INT/Medicine check against a DC determined by the injury. On a success, they may ignore that lingering injury for the next 10 minutes, after which they regain the symptoms and recover at the normal treated recovery time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
When you use Triage and succeed on your INT/Medicine check, the creature may ignore that lingering injury for 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Gain the Follow Up Treatment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Follow Up Treatment.''' You may spend 1 hour giving additional treatment to an individual that benefited from your Triage ability. Their treated recovery time advances by 2d6 days. You cannot use this ability on the same creature’s injury more than once.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your capacity to rapidly treat the most grievous wounds with clinical efficiency makes you a remarkably valuable asset. When you use Triage and succeed on your INT/Medicine check, the creature’s treated recovery time is halved. Furthermore, if you fail your INT/Medicine check, you do not expend your use of Triage, but you cannot attempt to treat that specific injury again using your Triage ability until you Take a Rest.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Medical Doctor&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
Your patient load increases to four; only one of these patients may have an uncommon disease.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +1 [[Goodwill]] per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
&lt;br /&gt;
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Medicine*.&lt;br /&gt;
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +3 Goodwill per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Veterinarian&lt;br /&gt;
|'''Rank 1'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
You gain a draft horse or similar steed that carries your medical supplies. It does not aid you in [[combat]].&lt;br /&gt;
&lt;br /&gt;
Gain the Veterinarian ability.&lt;br /&gt;
&lt;br /&gt;
* '''Veterinarian. (1/Rest).''' Given two days of operation at a well-resourced medical facility, you can attempt to treat one animal patient. Make a DC 12 AWR/Animal Handling or INT/Medicine check. On a success, then you cure one beast or monstrosity of a common disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common poison or a common or uncommon disease.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
Gain the Not That Kind of Doctor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Not That Kind of Doctor (1/Week).''' You may use your Veterinarian ability to target a humanoid. However, the DC is doubled, and if you fail, the target gains Bleeding (1d6), gains Fatigue, and is Shaken until it removes Fatigue.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
The first time a beast or monstrosity that you treated Takes a Rest, it gains [[Shield]] HP equal to your AWR or INT.&lt;br /&gt;
&lt;br /&gt;
Your services as a specialist medic earn you +1 Goodwill every time you use your Veterinarian ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain +3 Animal Handling.&lt;br /&gt;
When you successfully treat an animal patient using the Veterinarian ability, you may cure it of a common, uncommon, or rare poison or any disease.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14017</id>
		<title>Barrister: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14017"/>
		<updated>2025-10-11T02:12:40Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Aristocratic''&lt;br /&gt;
&lt;br /&gt;
Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: backpack, scroll case, brigandine [[armor]], tool or kit (1), clothes ([[noble]]), book of laws, gavel, parchment (10), inkpot, quill pen, flask, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Barrister]] profession (including rank 1), gain +3 Persuading and +1 in three of the following [[skills]]:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Calligraphy*, Cartography*&lt;br /&gt;
* '''Influence:''' Deceiving, [[Empathy]], Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Economics, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Forging*&lt;br /&gt;
&lt;br /&gt;
== Mediation ==&lt;br /&gt;
When you become a rank 1 Barrister, and every time you gain a rank in the Barrister profession, you improve your ability to understand and resolve conflicts.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
While staying in a friendly settlement, you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you 4d10 sc per week and increases your Social [[Goodwill]] by +1 at the end of each month.&lt;br /&gt;
&lt;br /&gt;
=== Ranks 2-5 ===&lt;br /&gt;
Your expertise extends to a specific realm of the legal and judicial system. Upon earning rank 2 of this profession, you may choose between civil attorney, criminal lawyer, or magister as your professional specialization. At Barrister ranks 3, 4, and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Civil Attorney&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You choose a specialty of law: aristocratic, mercantile, military, or underworld. When performing your rank 1 service you may choose to increase your Goodwill with that local sphere by +1 instead of earning any money.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 12d10+60 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You may choose an additional specialty from rank 2 of this profession. When performing your rank 1 service you may increase your Goodwill with either of those local spheres by +1 in addition to earning money.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the [[Honorable]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 16d10+80 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are considered one of the highest legal authorities in your home region and your services are sought out for resolving matters between any NPC in an academic or mercantile occupation with 4 or fewer ranks in any profession.&lt;br /&gt;
Such high-profile disputes earn you additional income on top of your normal weekly income. Your services now earn you 20d10+200 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Criminal Lawyer&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You gain the Criminal Trial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Criminal Trial (1/Month).''' After completing your mediation as described in Rank 1, you gain +2 Goodwill in your choice of the militant or underworld sphere. Lose 2 Goodwill in the other sphere. This mediation earns you 6d10+60 sc instead of your normal weekly income.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Thug]] profession.&lt;br /&gt;
Your legal services now earn you 8d10 sc per week. Criminal Trial now earns you 8d10+80 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|When you use Criminal Trial, you may choose to make it a high profile case. You gain +2 additional goodwill in your choice of the militant or underworld spheres, and suffer -2 additional goodwill in the other one. The MC may decide that a high profile case has additional ramifications beyond the change in Goodwill.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Thug profession.&lt;br /&gt;
&lt;br /&gt;
Your legal services now earn you 10d10 sc per week. Criminal Trial now earns you 10d10+100 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Criminal Trial becomes 1/Week for you.&lt;br /&gt;
&lt;br /&gt;
You gain the Call a Favor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Call a Favor (1/Month).''' You may leverage your connections in the appropriate social strata to push local events in a direction of your choice. To do so, you must lose 5 Militant or Underworld Goodwill. The exact nature of the favor is up to you and your MC, with some suggestions provided here:&lt;br /&gt;
&lt;br /&gt;
* Turn a [[blind]] eye to a criminal act or a noteworthy individual.&lt;br /&gt;
* Introduce baked evidence into a trial to turn it decisively against someone who may or may not be guilty.&lt;br /&gt;
* Arrest or otherwise apprehend a person of interest to you.&lt;br /&gt;
* Make sure that no members of their organization or rival organizations are in a certain place at a certain time.&lt;br /&gt;
* Offer you and your companions shelter away from prying eyes for a week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MAgister&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You take on a special role in courtrooms: the arbiter of the law, the judge who passes sentences. As such, you are held to a position of unique privilege and respect in your society. Each time your Social Goodwill increases by 1 from your Rank 1 feature, choose another sphere of Goodwill out of aristocratic, mercantile, or military. Gain +1 Goodwill in that sphere as well.&lt;br /&gt;
&lt;br /&gt;
Gain the Case Dismissed ability.&lt;br /&gt;
&lt;br /&gt;
* '''Case Dismissed (1/Week).''' Each time you use your Rank 1 mediation, choose one of the individuals involved in the case. This could be a defendant, aggrieved party, or any of the lawyers or correctional officers involved in the trial. Choose aristocratic, mercantile, military, social, or underworld. That individual gains or loses 1 Goodwill in that sphere (you choose whether they gain or lose it).&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Case Dismissed now targets each individual involved in a case. You may choose not to change an individual’s Goodwill with this ability.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Each time you use Case Dismissed, you may single out one individual as especially praiseworthy… or in particular need of reprimanding. That individual gains or loses an additional 4 Goodwill.&lt;br /&gt;
Your services now earn you 10d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain the Stern Admonishment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stern Admonishment (1/Month).''' When you use Case Dismissed, you may single out an individual who needs an especially harsh punishment. That individual loses an additional 10 Goodwill and loses one professional rank in any profession that they have of your choice.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 15d10 sc per week.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Physician&amp;diff=14016</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Physician&amp;diff=14016"/>
		<updated>2025-10-11T02:07:48Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tag'': Academic, Religious'' &lt;br /&gt;
&lt;br /&gt;
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your skills through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: belt pouch and satchel, gambeson armor, tool or kit (1), clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Physician profession (including rank 1), gain +3 Medicine*, and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Alchemy*, Brewing*, Woodcarving* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Leadership &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Arcana, Biology, Chemistry, History, Law &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Intuiting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Lockpicking, Sleight of Hand &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Nature&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Treatment&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Physician, and every time you gain a rank in the Physician profession, your skill as a medical practitioner and your status in the medical community improves.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
Your patient load increases to four; only one of these patients may have an uncommon disease.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +1 Goodwill per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT/Medicine checks for each patient; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases.&lt;br /&gt;
&lt;br /&gt;
Helping patients in this way now allows you to earn up to +3 Goodwill per week.&lt;br /&gt;
&lt;br /&gt;
=== Other Physician Specializations ===&lt;br /&gt;
'''[[Physician: Enhanced]]''' - ''MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
''*Updated v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14015</id>
		<title>Barrister: Enhanced</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Barrister:_Enhanced&amp;diff=14015"/>
		<updated>2025-10-11T02:06:17Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: Created page with &amp;quot;''Source: MythCraft Enhanced''  Occupation Tags: ''Academic, Aristocratic''  Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.  === Starting Equipment === If you take this profession when...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Source: MythCraft Enhanced''&lt;br /&gt;
&lt;br /&gt;
Occupation Tags: ''Academic, Aristocratic''&lt;br /&gt;
&lt;br /&gt;
Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
If you take this profession when you create your character, gain the following [[gear]], in addition to the equipment you gained from your background: backpack, scroll case, brigandine [[armor]], tool or kit (1), clothes ([[noble]]), book of laws, gavel, parchment (10), inkpot, quill pen, flask, waterskin.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
Each time you gain a rank in the [[Barrister]] profession (including rank 1), gain +3 Persuading and +1 in three of the following [[skills]]:&lt;br /&gt;
&lt;br /&gt;
* '''Crafting:''' Calligraphy*, Cartography*&lt;br /&gt;
* '''Influence:''' Deceiving, [[Empathy]], Intimidating, Leadership, Persuading&lt;br /&gt;
* '''Knowledge:''' Economics, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one]&lt;br /&gt;
* '''Observation:''' Appraising, Eavesdropping, Intuiting, Investigating, Perceiving&lt;br /&gt;
* '''Performance:''' Savoir Faire&lt;br /&gt;
* '''Subterfuge:''' Forging*&lt;br /&gt;
&lt;br /&gt;
== Mediation ==&lt;br /&gt;
When you become a rank 1 Barrister, and every time you gain a rank in the Barrister profession, you improve your ability to understand and resolve conflicts.&lt;br /&gt;
&lt;br /&gt;
=== Rank 1 ===&lt;br /&gt;
While staying in a friendly settlement, you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you 4d10 sc per week and increases your Social [[Goodwill]] by +1 at the end of each month.&lt;br /&gt;
&lt;br /&gt;
=== Ranks 2-5 ===&lt;br /&gt;
Your expertise extends to a specific realm of the legal and judicial system. Upon earning rank 2 of this profession, you may choose between civil attorney, criminal lawyer, or magister as your professional specialization. At Barrister ranks 3, 4, and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Civil Attorney&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You choose a specialty of law: aristocratic, mercantile, military, or underworld. When performing your rank 1 service you may choose to increase your Goodwill with that local sphere by +1 instead of earning any money.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Archivist]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 12d10+60 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|You may choose an additional specialty from rank 2 of this profession. When performing your rank 1 service you may increase your Goodwill with either of those local spheres by +1 in addition to earning money.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the [[Honorable]] profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 16d10+80 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|You are considered one of the highest legal authorities in your home region and your services are sought out for resolving matters between any NPC in an academic or mercantile occupation with 4 or fewer ranks in any profession.&lt;br /&gt;
Such high-profile disputes earn you additional income on top of your normal weekly income. Your services now earn you 20d10+200 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Criminal Lawyer&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You gain the Criminal Trial ability.&lt;br /&gt;
&lt;br /&gt;
* '''Criminal Trial (1/Month).''' After completing your mediation as described in Rank 1, you gain +2 Goodwill in your choice of the militant or underworld sphere. Lose 2 Goodwill in the other sphere. This mediation earns you 6d10+60 sc instead of your normal weekly income.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|As part of this benefit, you may immediately gain one rank in the [[Thug]] profession.&lt;br /&gt;
Your legal services now earn you 8d10 sc per week. Criminal Trial now earns you 8d10+80 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|When you use Criminal Trial, you may choose to make it a high profile case. You gain +2 additional goodwill in your choice of the militant or underworld spheres, and suffer -2 additional goodwill in the other one. The MC may decide that a high profile case has additional ramifications beyond the change in Goodwill.&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Thug profession.&lt;br /&gt;
&lt;br /&gt;
Your legal services now earn you 10d10 sc per week. Criminal Trial now earns you 10d10+100 sc.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Criminal Trial becomes 1/Week for you.&lt;br /&gt;
&lt;br /&gt;
You gain the Call a Favor ability.&lt;br /&gt;
&lt;br /&gt;
* '''Call a Favor (1/Month).''' You may leverage your connections in the appropriate social strata to push local events in a direction of your choice. To do so, you must lose 5 Militant or Underworld Goodwill. The exact nature of the favor is up to you and your MC, with some suggestions provided here:&lt;br /&gt;
&lt;br /&gt;
* Turn a [[blind]] eye to a criminal act or a noteworthy individual.&lt;br /&gt;
* Introduce baked evidence into a trial to turn it decisively against someone who may or may not be guilty.&lt;br /&gt;
* Arrest or otherwise apprehend a person of interest to you.&lt;br /&gt;
* Make sure that no members of their organization or rival organizations are in a certain place at a certain time.&lt;br /&gt;
* Offer you and your companions shelter away from prying eyes for a week.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+MAgister&lt;br /&gt;
|'''Rank 2'''&lt;br /&gt;
|You take on a special role in courtrooms: the arbiter of the law, the judge who passes sentences. As such, you are held to a position of unique privilege and respect in your society. Each time your Social Goodwill increases by 1 from your Rank 1 feature, choose another sphere of Goodwill out of aristocratic, mercantile, or military. Gain +1 Goodwill in that sphere as well.&lt;br /&gt;
&lt;br /&gt;
Gain the Case Dismissed ability.&lt;br /&gt;
&lt;br /&gt;
* '''Case Dismissed (1/Week).''' Each time you use your Rank 1 mediation, choose one of the individuals involved in the case. This could be a defendant, aggrieved party, or any of the lawyers or correctional officers involved in the trial. Choose aristocratic, mercantile, military, social, or underworld. That individual gains or loses 1 Goodwill in that sphere (you choose whether they gain or lose it).&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 6d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 3'''&lt;br /&gt;
|Case Dismissed now targets each individual involved in a case. You may choose not to change an individual’s Goodwill with this ability.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 4'''&lt;br /&gt;
|Each time you use Case Dismissed, you may single out one individual as especially praiseworthy… or in particular need of reprimanding. That individual gains or loses an additional 4 Goodwill.&lt;br /&gt;
Your services now earn you 10d10 sc per week.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rank 5'''&lt;br /&gt;
|Gain the Stern Admonishment ability.&lt;br /&gt;
&lt;br /&gt;
* '''Stern Admonishment (1/Month).''' When you use Case Dismissed, you may single out an individual who needs an especially harsh punishment. That individual loses an additional 10 Goodwill and loses one professional rank in any profession that they have of your choice.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 15d10 sc per week.&lt;br /&gt;
|}&lt;br /&gt;
Info&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Barrister&amp;diff=14014</id>
		<title>Barrister</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Barrister&amp;diff=14014"/>
		<updated>2025-10-11T01:57:35Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
Occupation Tags'': Academic, Aristocratic'' &lt;br /&gt;
&lt;br /&gt;
Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.&lt;br /&gt;
&lt;br /&gt;
=== '''Starting Equipment''' ===&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained from your background: backpack, scroll case, brigandine armor, tool or kit (1), clothes (noble), book of laws, gavel, parchment (10), inkpot, quill pen, flask, waterskin&lt;br /&gt;
&lt;br /&gt;
=== '''Skills''' ===&lt;br /&gt;
Each time you gain a rank in the Barrister profession (including rank 1), gain +3 Persuading and +1 in three of the following skills: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting&amp;lt;/u&amp;gt;: Calligraphy*, Cartography* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Deceiving, Empathy, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Economics, History, Law, Medicine*, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Eavesdropping, Intuiting, Investigating, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Forging*&lt;br /&gt;
&lt;br /&gt;
== '''&amp;lt;big&amp;gt;Mediation&amp;lt;/big&amp;gt;''' ==&lt;br /&gt;
When you become a rank 1 Barrister, and every time you gain a rank in the Barrister profession, you improve your ability to understand and resolve conflicts.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 1''' ===&lt;br /&gt;
While staying in a friendly settlement, you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you 4d10 sc per week and increases your Goodwill by +1 at the end of each month.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 2''' ===&lt;br /&gt;
You choose a specialty of law: aristocratic, mercantile, military, or underworld. When performing your rank 1 service you may choose to increase your Goodwill with that local sphere by +1 instead of earning any money. &lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 3''' ===&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Archivist profession. &lt;br /&gt;
&lt;br /&gt;
Your services now earn you 12d10+60 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 4''' ===&lt;br /&gt;
You may choose an additional specialty from rank 2 of this profession. When performing your rank 1 service you may increase your Goodwill with either of those local spheres by +1 in addition to earning money. &lt;br /&gt;
&lt;br /&gt;
As part of this benefit, you may immediately gain one rank in the Honorable profession.&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 16d10+80 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Rank 5''' ===&lt;br /&gt;
You are considered one of the highest legal authorities in your home region and your services are sought out for resolving matters between any NPC in an academic or mercantile occupation with 4 or fewer ranks in any profession. &lt;br /&gt;
&lt;br /&gt;
Such high-profile disputes earn you additional income on top of your normal weekly income. Your services now earn you 20d10+200 sc per week.&lt;br /&gt;
&lt;br /&gt;
=== '''Other Barrister Specializations''' ===&lt;br /&gt;
'''[[Barrister: Enhanced]]''' - ''MythCraft Enhanced'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Professions&lt;br /&gt;
|[[Archivist]] • [[Barrister]] • [[Charlatan]] • [[Clergy]] • [[Entertainer]] • [[Guard]] • [[Honorable]] • [[Inquisitor]] • [[Knight]] • [[Nomad]] • [[Physician]] • [[Pioneer]] • [[Sailor]] • [[Soldier]]  • [[Thief]] • [[Thug]] • [[Trader]]&lt;br /&gt;
|-&lt;br /&gt;
!Other Professions&lt;br /&gt;
|[[Archivist: Librarian]] • [[Bartender]] • [[Blacksmith]] • [[Courtesan]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Profession]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14011</id>
		<title>Golem</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14011"/>
		<updated>2025-10-11T01:44:01Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=5'2&amp;quot; - 8'0&amp;quot;|Weight=100 - 600 lbs depending on primary material|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Humanoid. Some have extra arms and legs. Made out of Plant, Clay, or Bone mixed with stone.|image=Golem.png|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: One Year&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Unknown}}&lt;br /&gt;
&lt;br /&gt;
Formed of clay and stone, formed of sticks and bones, the lifeblood of a golem flows as magic from the Five Sources. An arcane spark, a divine gleam, a primal mark, an occult scream, or a psionic soul resides within. &lt;br /&gt;
&lt;br /&gt;
By sculpting a humanoid form and then binding it to a magical source, a golem is born. While animated objects are not very uncommon, true golems – which can act and reason independently of their creators – are relatively rare. &lt;br /&gt;
&lt;br /&gt;
The exact process by which individual casters assemble golems depends upon the source of their magic and their personal expertise. A golem’s physical and magical composition typically affects the golem’s specific capabilities and personality.&lt;br /&gt;
&lt;br /&gt;
===A Golem's Creator===&lt;br /&gt;
&lt;br /&gt;
With rare exception, a caster is only ever able to create one golem in their lifetime due to the intense amount of magical energy that goes into creating life from inanimate matter. This often means that a golem and its creator share an intense bond, either as great friends or terrible adversaries (as in the case of poor Viktor Shelley, who created the first golem).&lt;br /&gt;
&lt;br /&gt;
When making a golem, consider who created you. Typically, a caster will want to keep a golem around for protection or companionship. If this is the case, how do you feel about your creator? Are you friends, or is your relationship more like that of a parent and child or an employer and hired hand? Do you want to remain with your creator or set out to live your own life?&lt;br /&gt;
&lt;br /&gt;
Alternatively, sometimes the creation of a golem is a process that a caster is not yet prepared for, and the process kills the caster, propels them into another plane of existence, or some other dramatic fate.&lt;br /&gt;
&lt;br /&gt;
Perhaps your creator is another member of your party. Remember that the process of creating a golem usually requires a tremendous capacity for magic, but also exacts a high toll, so it is easy to justify your creator being only the same level as you from a mechanical standpoint. Perhaps your creator has lost much of their magical ability and hopes to reclaim it over the coming years, even if they will never again be able to create another golem.&lt;br /&gt;
&lt;br /&gt;
===Golem Traits===&lt;br /&gt;
'''Height:''' 5’2” - 8’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 100 - 600 lbs (depending largely upon the physical materials that comprise them)&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:''' Typically made of plant matter, clay, or bones, with some stone to offer additional support/protection as needed. Golems usually look humanoid otherwise, though some might have additional arms or legs.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Golems are born with the sentience of a human child and learn rapidly. After they have been sentient for a year, they are capable of reasoning akin to a human adult of the same INT score. Thus far, no golems are known to have died naturally.&lt;br /&gt;
&lt;br /&gt;
=== Golem Features ===&lt;br /&gt;
&lt;br /&gt;
==== Golem Starting Features ====&lt;br /&gt;
At level 1, you get the following features as a golem. You also gain additional features based on your primary material and life source.&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;
|'''Magically Constructed Nature''' &lt;br /&gt;
|You do not need to eat, but must drink, breathe, and sleep like any other creature. You might speak with your MC about what specifically you need to drink: perhaps you survive on olive oil, petroleum, low-viscosity lava, or some other unusual fluid.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Composition'''&lt;br /&gt;
|Make two choices that reflect the materials that you are made of and how you were created. Choose your primary material and life source and gain bonus 1st level features based on your selections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Primary Material =====&lt;br /&gt;
Choose whether you are primarily constructed out of plant matter, clay, or bone. This choice grants you the following benefit: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bone'''&lt;br /&gt;
|'''Vestigial Life'''&lt;br /&gt;
|Your body recalls that it once lived as some kind of mortal. When you receive magical healing from another creature, you regain +2 HP.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Clay'''&lt;br /&gt;
|'''Oozing Movement'''&lt;br /&gt;
|Gain the Oozing Movement ability. &lt;br /&gt;
&lt;br /&gt;
* '''Oozing Movement (1/Rest).''' Spend 2 AP to cause your body to melt into an oozing substance the consistency of putty for a number of rounds equal to your END+1. You may squeeze through areas as small as 1 inch. While using this ability, you cannot make attacks or interact with objects. You may end this form early, costing no AP. If this ability ends while you are in a space smaller than you could normally fit, you immediately reform in the nearest unoccupied space and take 1d10 blunt damage.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron'''&lt;br /&gt;
|'''Heater'''&lt;br /&gt;
|While you Take a Rest, you may cause your body to emit heat. For the duration of the rest, your body offers the warmth of a campfire and can be used to cook food, but only emits dim light in a 10 ft radius. You and creatures within 20 ft of you are immune to the effects of extreme cold while you are Taking a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Marble'''&lt;br /&gt;
|'''Soulshine'''&lt;br /&gt;
|Your body, composed of marble, enhances your magical life source. You gain one additional spell from the magic source that you chose as your life source. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Plant Matter'''&lt;br /&gt;
|'''Minor Photosynthesis'''&lt;br /&gt;
|When you Recoup in nonmagical sunlight, you gain Shield HP equal to your END.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Silver'''&lt;br /&gt;
|'''Magic Dampener'''&lt;br /&gt;
|Gain the Magic Dampener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Magic Dampener (2/Rest).''' By spending 1 AP, you activate an aura that suppresses the effects of magic. You and creatures within 10 ft of you gain Resist Magic +2 for 1 minute.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone'''&lt;br /&gt;
|'''Bastion'''&lt;br /&gt;
|Your very body is a bastion of protection for your allies. Your allies have Partial Cover (+2) against ranged weapon attacks that travel through a space that you occupy, or Partial Cover (+1) against ranged weapon attacks that travel through a space adjacent to you.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Life Source =====&lt;br /&gt;
Choose whether your creator used the Arcane, Divine, Occult, Primal, or Psionic Source to awaken Essence within you. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Source&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane'''&lt;br /&gt;
|Fundamental magic courses through you. Learn two cantrips from the Arcane Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Divine'''&lt;br /&gt;
|Your connection to divinity manifests in the ability to heal. Gain the Holy Vestige ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Vestige (1/Rest).''' Spend 2 AP to restore HP equal to 1d6+END to a creature that you touch.&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult'''&lt;br /&gt;
|You were made through strange and esoteric means. Learn one ritual from the Occult Source. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal'''&lt;br /&gt;
|The generative power of the Everwilds swells from within. Learn two chants from the Primal Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic'''&lt;br /&gt;
|Your Essence is particularly adept. Learn one spell with the manifestation tag from the Psionic Source. This does not cost SP for you to cast. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Golem Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.&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;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Explosion''' &lt;br /&gt;
|Life Source - Arcane&lt;br /&gt;
|Choose one spell from the Arcane Source that costs 4 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Skin'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain +2 AR, +1 REF, and +1 FORT.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Bludgeon'''&lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Razor &lt;br /&gt;
|Your dominant hand grows in size and/or strength and can be used as a weapon with the stats of a club.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power'''&lt;br /&gt;
|Life Source - Occult &lt;br /&gt;
|Choose one chant from the Occult Source that has the dark power tag. You may cast it once per Rest. &lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Glimmer'''&lt;br /&gt;
|Life Source - Divine &lt;br /&gt;
|Choose one spell of your choice from the Divine Source that costs 5 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Alteration'''&lt;br /&gt;
|Life Source - Psionic&lt;br /&gt;
|Choose a second spell from the Psionic Source with the manifestation tag. Each time you Take a Rest, choose which manifestation you have active for the day.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend Resistance'''&lt;br /&gt;
|Targeted Magic Resistance, Magic Dampener&lt;br /&gt;
|When you activate Magic Dampener, creatures within 10 ft of you also gain your Resist bonuses from Targeted Magic Resistance.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy of Life'''&lt;br /&gt;
|Vestigial Life &lt;br /&gt;
|After receiving magical healing from another creature, you also deal +2 damage on your next hit.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardened Form'''&lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, your AR and physical defenses increase by +2.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Heat the Forge'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain the Heat the Forge ability.&lt;br /&gt;
&lt;br /&gt;
* '''Heat the Forge (2/Rest).''' For 1 minute, you suffer -3 AR, but deal an additional 1d6 fire damage with each weapon attack that you make. Additionally, any creature that starts its turn within 5 ft of you must make an END check against a DC of 10 + your END, taking 1d6 fire damage on a fail.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocation'''&lt;br /&gt;
|Life Source - Primal &lt;br /&gt;
|Choose one invocation from the Primal Source. You may cast it once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Magic Absorption'''&lt;br /&gt;
|Soulshine&lt;br /&gt;
|Your body is particularly well-suited to withstand magical damage. Gain Absorb Damage +1 when it comes from a magical source. This changes to Absorb Damage +3 when the magical source is one of two sources based on your life source, as shown on the following table.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Life Source&lt;br /&gt;
!Resist +2&lt;br /&gt;
|-&lt;br /&gt;
|Arcane&lt;br /&gt;
|Divine, Primal&lt;br /&gt;
|-&lt;br /&gt;
|Divine&lt;br /&gt;
|Primal, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Occult&lt;br /&gt;
|Arcane, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Primal&lt;br /&gt;
|Occult, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Psionic&lt;br /&gt;
|Arcane, Occult&lt;br /&gt;
|}&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Magic Dampener II'''&lt;br /&gt;
|Magic Dampener&lt;br /&gt;
|Magic Dampener now lasts for 10 minutes. It costs you 0 AP to activate.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Major Photosynthesis'''&lt;br /&gt;
|Minor Photosynthesis&lt;br /&gt;
|When using your Minor Photosynthesis feature, add 1⁄2 your character level to the amount of Shield HP you gain. &lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Mobile Smithy'''&lt;br /&gt;
|Heater&lt;br /&gt;
|Gain the Illuminate and Mending arcane cantrips and the Inscription of Sharpening occult ritual. Each of these are considered to be from the source from your life source when you cast either using this feature.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Multimatter'''&lt;br /&gt;
|&lt;br /&gt;
|Gain one of the following features that you did not choose at 1st level: Minor Photosynthesis, Oozing Movement, or Vestigial Life.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Parapet'''&lt;br /&gt;
|Bastion&lt;br /&gt;
|Gain the Parapet ability.&lt;br /&gt;
&lt;br /&gt;
* '''Parapet (2/Rest).''' You must be touching the ground to activate this ability. By spending 2 AP, you magically augment your body to become one size larger than it is currently (max Gargantuan). This lasts for 1 minute. For the duration, creatures that are at least two sizes smaller than you may use you to gain Total Cover from ranged weapon attacks that travel through a space that you occupy.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor''' &lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bludgeon &lt;br /&gt;
|Your dominant hand grows spines or a bladed edge and can be used as a weapon with the stats of a scimitar.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron Lungs''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to breathe.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock-Hard Reinforcement''' &lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, gain Resist Physical +3 when attacks target your REF or FORT.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Hygroscopy''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to drink.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Sentinel''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer sleep in the traditional sense, but instead remain completely motionless for 6 hours in order to rejuvenate yourself. During this time, you are Unconscious, but you retain visual and auditory awareness of your surroundings.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Soulshine II'''&lt;br /&gt;
|Soulshine&lt;br /&gt;
|''Repeatable.'' You gain one additional spell from the magic source that you chose as your life source. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone Smite'''&lt;br /&gt;
|Parapet&lt;br /&gt;
|While Parapet is active, you deal +1d6 damage on all of your melee attacks.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Targeted Magic Resistance'''&lt;br /&gt;
|Soulshine or Magic Dampener&lt;br /&gt;
|You gain the following Resist bonus as determined by your life source.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Life Source&lt;br /&gt;
!Absorb +3&lt;br /&gt;
|-&lt;br /&gt;
|Arcane&lt;br /&gt;
|Divine, Primal&lt;br /&gt;
|-&lt;br /&gt;
|Divine&lt;br /&gt;
|Primal, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Occult&lt;br /&gt;
|Arcane, Divine&lt;br /&gt;
|-&lt;br /&gt;
|Primal&lt;br /&gt;
|Occult, Psionic&lt;br /&gt;
|-&lt;br /&gt;
|Psionic&lt;br /&gt;
|Arcane, Occult&lt;br /&gt;
|}&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Transmutable Clay''' &lt;br /&gt;
|Oozing Movement&lt;br /&gt;
|Oozing Movement becomes 1/Recoup.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Unbreakable Parapet'''&lt;br /&gt;
|Parapet&lt;br /&gt;
|While Parapet is active, all of your speeds become 0 ft and you gain DT 15.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14010</id>
		<title>Golem</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Golem&amp;diff=14010"/>
		<updated>2025-10-11T01:33:33Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
[[Category:Lineage]]&lt;br /&gt;
{{LineageInfobox|Height=5'2&amp;quot; - 8'0&amp;quot;|Weight=100 - 600 lbs depending on primary material|Size=Medium|Base Speed=20 ft|Appearance=&amp;lt;u&amp;gt;Features&amp;lt;/u&amp;gt;: Humanoid. Some have extra arms and legs. Made out of Plant, Clay, or Bone mixed with stone.|image=Golem.png|Lifespan=&amp;lt;u&amp;gt;Maturity&amp;lt;/u&amp;gt;: One Year&lt;br /&gt;
&amp;lt;u&amp;gt;Lifespan&amp;lt;/u&amp;gt;: Unknown}}&lt;br /&gt;
&lt;br /&gt;
Formed of clay and stone, formed of sticks and bones, the lifeblood of a golem flows as magic from the Five Sources. An arcane spark, a divine gleam, a primal mark, an occult scream, or a psionic soul resides within. &lt;br /&gt;
&lt;br /&gt;
By sculpting a humanoid form and then binding it to a magical source, a golem is born. While animated objects are not very uncommon, true golems – which can act and reason independently of their creators – are relatively rare. &lt;br /&gt;
&lt;br /&gt;
The exact process by which individual casters assemble golems depends upon the source of their magic and their personal expertise. A golem’s physical and magical composition typically affects the golem’s specific capabilities and personality.&lt;br /&gt;
&lt;br /&gt;
===A Golem's Creator===&lt;br /&gt;
&lt;br /&gt;
With rare exception, a caster is only ever able to create one golem in their lifetime due to the intense amount of magical energy that goes into creating life from inanimate matter. This often means that a golem and its creator share an intense bond, either as great friends or terrible adversaries (as in the case of poor Viktor Shelley, who created the first golem).&lt;br /&gt;
&lt;br /&gt;
When making a golem, consider who created you. Typically, a caster will want to keep a golem around for protection or companionship. If this is the case, how do you feel about your creator? Are you friends, or is your relationship more like that of a parent and child or an employer and hired hand? Do you want to remain with your creator or set out to live your own life?&lt;br /&gt;
&lt;br /&gt;
Alternatively, sometimes the creation of a golem is a process that a caster is not yet prepared for, and the process kills the caster, propels them into another plane of existence, or some other dramatic fate.&lt;br /&gt;
&lt;br /&gt;
Perhaps your creator is another member of your party. Remember that the process of creating a golem usually requires a tremendous capacity for magic, but also exacts a high toll, so it is easy to justify your creator being only the same level as you from a mechanical standpoint. Perhaps your creator has lost much of their magical ability and hopes to reclaim it over the coming years, even if they will never again be able to create another golem.&lt;br /&gt;
&lt;br /&gt;
===Golem Traits===&lt;br /&gt;
'''Height:''' 5’2” - 8’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 100 - 600 lbs (depending largely upon the physical materials that comprise them)&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:''' Typically made of plant matter, clay, or bones, with some stone to offer additional support/protection as needed. Golems usually look humanoid otherwise, though some might have additional arms or legs.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Golems are born with the sentience of a human child and learn rapidly. After they have been sentient for a year, they are capable of reasoning akin to a human adult of the same INT score. Thus far, no golems are known to have died naturally.&lt;br /&gt;
&lt;br /&gt;
=== Golem Features ===&lt;br /&gt;
&lt;br /&gt;
==== Golem Starting Features ====&lt;br /&gt;
At level 1, you get the following features as a golem. You also gain additional features based on your primary material and life source.&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;
|'''Magically Constructed Nature''' &lt;br /&gt;
|You do not need to eat, but must drink, breathe, and sleep like any other creature. You might speak with your MC about what specifically you need to drink: perhaps you survive on olive oil, petroleum, low-viscosity lava, or some other unusual fluid.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Composition'''&lt;br /&gt;
|Make two choices that reflect the materials that you are made of and how you were created. Choose your primary material and life source and gain bonus 1st level features based on your selections.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Primary Material =====&lt;br /&gt;
Choose whether you are primarily constructed out of plant matter, clay, or bone. This choice grants you the following benefit: &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Material&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
!Source&lt;br /&gt;
|-&lt;br /&gt;
|'''Bone'''&lt;br /&gt;
|'''Vestigial Life'''&lt;br /&gt;
|Your body recalls that it once lived as some kind of mortal. When you receive magical healing from another creature, you regain +2 HP.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Clay'''&lt;br /&gt;
|'''Oozing Movement'''&lt;br /&gt;
|Gain the Oozing Movement ability. &lt;br /&gt;
&lt;br /&gt;
* '''Oozing Movement (1/Rest).''' Spend 2 AP to cause your body to melt into an oozing substance the consistency of putty for a number of rounds equal to your END+1. You may squeeze through areas as small as 1 inch. While using this ability, you cannot make attacks or interact with objects. You may end this form early, costing no AP. If this ability ends while you are in a space smaller than you could normally fit, you immediately reform in the nearest unoccupied space and take 1d10 blunt damage.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron'''&lt;br /&gt;
|'''Heater'''&lt;br /&gt;
|While you Take a Rest, you may cause your body to emit heat. For the duration of the rest, your body offers the warmth of a campfire and can be used to cook food, but only emits dim light in a 10 ft radius. You and creatures within 20 ft of you are immune to the effects of extreme cold while you are Taking a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Marble'''&lt;br /&gt;
|'''Soulshine'''&lt;br /&gt;
|Your body, composed of marble, enhances your magical life source. You gain one additional spell from the magic source that you chose as your life source. You may cast this spell once without spending SP, regaining the ability to do so when you Take a Rest.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Plant Matter'''&lt;br /&gt;
|'''Minor Photosynthesis'''&lt;br /&gt;
|When you Recoup in nonmagical sunlight, you gain Shield HP equal to your END.&lt;br /&gt;
|CRB&lt;br /&gt;
|-&lt;br /&gt;
|'''Silver'''&lt;br /&gt;
|'''Magic Dampener'''&lt;br /&gt;
|Gain the Magic Dampener ability.&lt;br /&gt;
&lt;br /&gt;
* '''Magic Dampener (2/Rest).''' By spending 1 AP, you activate an aura that suppresses the effects of magic. You and creatures within 10 ft of you gain Resist Magic +2 for 1 minute.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Stone'''&lt;br /&gt;
|'''Bastion'''&lt;br /&gt;
|Your very body is a bastion of protection for your allies. Your allies have Partial Cover (+2) against ranged weapon attacks that travel through a space that you occupy, or Partial Cover (+1) against ranged weapon attacks that travel through a space adjacent to you.&lt;br /&gt;
|MythCraft Enhanced&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Life Source =====&lt;br /&gt;
Choose whether your creator used the Arcane, Divine, Occult, Primal, or Psionic Source to awaken Essence within you. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Source&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane'''&lt;br /&gt;
|Fundamental magic courses through you. Learn two cantrips from the Arcane Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Divine'''&lt;br /&gt;
|Your connection to divinity manifests in the ability to heal. Gain the Holy Vestige ability. &lt;br /&gt;
&lt;br /&gt;
* '''Holy Vestige (1/Rest).''' Spend 2 AP to restore HP equal to 1d6+END to a creature that you touch.&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult'''&lt;br /&gt;
|You were made through strange and esoteric means. Learn one ritual from the Occult Source. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal'''&lt;br /&gt;
|The generative power of the Everwilds swells from within. Learn two chants from the Primal Source. Use your magic attribute. If you do not have one, use END. &lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic'''&lt;br /&gt;
|Your Essence is particularly adept. Learn one spell with the manifestation tag from the Psionic Source. This does not cost SP for you to cast. Use your magic attribute. If you do not have one, use END.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== All Golem Features ====&lt;br /&gt;
You gain an additional feature at the 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.&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;
|'''Arcane Explosion''' &lt;br /&gt;
|Life Source - Arcane&lt;br /&gt;
|Choose one spell from the Arcane Source that costs 4 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Bludgeon''' &lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible:&amp;lt;/u&amp;gt; Razor &lt;br /&gt;
|Your dominant hand grows in size and/or strength and can be used as a weapon with the stats of a club.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dark Power''' &lt;br /&gt;
|Life Source - Occult &lt;br /&gt;
|Choose one chant from the Occult Source that has the dark power tag. You may cast it once per Rest. &lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Divine Glimmer'''&lt;br /&gt;
|Life Source - Divine &lt;br /&gt;
|Choose one spell of your choice from the Divine Source that costs 5 or fewer SP. You may cast this spell without spending SP once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this spell, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Alteration''' &lt;br /&gt;
|Life Source - Psionic&lt;br /&gt;
|Choose a second spell from the Psionic Source with the manifestation tag. Each time you Take a Rest, choose which manifestation you have active for the day.&lt;br /&gt;
|-&lt;br /&gt;
|'''Frenzy of Life''' &lt;br /&gt;
|Vestigial Life &lt;br /&gt;
|After receiving magical healing from another creature, you also deal +2 damage on your next hit.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hardened Form''' &lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, your AR and physical defenses increase by +2.&lt;br /&gt;
|-&lt;br /&gt;
|'''Invocation''' &lt;br /&gt;
|Life Source - Primal &lt;br /&gt;
|Choose one invocation from the Primal Source. You may cast it once per Rest.&lt;br /&gt;
Use your magic attribute. If you do not have one, use END. If you do not know this invocation, this is the only way you can cast it until you learn it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Major Photosynthesis''' &lt;br /&gt;
|Minor Photosynthesis&lt;br /&gt;
|When using your Minor Photosynthesis feature, add 1⁄2 your character level to the amount of Shield HP you gain. &lt;br /&gt;
|-&lt;br /&gt;
|'''Multimatter''' &lt;br /&gt;
|&lt;br /&gt;
|Gain one of the following features that you did not choose at 1st level: Minor Photosynthesis, Oozing Movement, or Vestigial Life.&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor''' &lt;br /&gt;
|&amp;lt;u&amp;gt;Incompatible&amp;lt;/u&amp;gt;: Bludgeon &lt;br /&gt;
|Your dominant hand grows spines or a bladed edge and can be used as a weapon with the stats of a scimitar.&lt;br /&gt;
|-&lt;br /&gt;
|'''Iron Lungs''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to breathe.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rock-Hard Reinforcement''' &lt;br /&gt;
|&lt;br /&gt;
|While you are not wearing armor, gain Resist Physical +3 when attacks target your REF or FORT.&lt;br /&gt;
|-&lt;br /&gt;
|'''Hygroscopy''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer need to drink.&lt;br /&gt;
|-&lt;br /&gt;
|'''Silent Sentinel''' &lt;br /&gt;
|&lt;br /&gt;
|You no longer sleep in the traditional sense, but instead remain completely motionless for 6 hours in order to rejuvenate yourself. During this time, you are Unconscious, but you retain visual and auditory awareness of your surroundings.&lt;br /&gt;
|-&lt;br /&gt;
|'''Transmutable Clay''' &lt;br /&gt;
|Oozing Movement&lt;br /&gt;
|Oozing Movement becomes 1/Recoup.&lt;br /&gt;
|}&lt;br /&gt;
''*Updated to v1.2''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Core Lineages&lt;br /&gt;
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]&lt;br /&gt;
|-&lt;br /&gt;
!Additional Lineages&lt;br /&gt;
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14008</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14008"/>
		<updated>2025-10-10T02:45:27Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Eyesquito Progenitor&lt;br /&gt;
|Piercing Gaze feature corrected&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Death's Shattered Scythe&lt;br /&gt;
|Soul Collector description updated&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Death%27s_Scythe&amp;diff=14007</id>
		<title>Death's Scythe</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Death%27s_Scythe&amp;diff=14007"/>
		<updated>2025-10-10T02:44:32Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
A pair of iron shrapnel blades held together by pure psionic energy, these weapons are a remnant of Death’s own enormous weapon. The strange, indecipherable runes scrawled on the sides of the metal seem to change from time to time and are said to be the countless names of the dead. Death’s Shattered Scythe reaps the souls and strength of one’s enemies, consigning them to an early grave.&lt;br /&gt;
&lt;br /&gt;
==== Base Stats ====&lt;br /&gt;
''DEX, END, or CHA Weapon, One-Handed, Light''&lt;br /&gt;
&lt;br /&gt;
'''Range:''' Melee&lt;br /&gt;
&lt;br /&gt;
'''APC:''' 6-DEX, END, or CHA (min 2)&lt;br /&gt;
&lt;br /&gt;
'''Damage:''' 1d8 soul&lt;br /&gt;
&lt;br /&gt;
Death’s Shattered Scythe is a unique pair of weapons, each with the listed properties. They are considered adamantine, avadrium, arcanium, mithril, and silver. You have +1 to damage and attack rolls while using Death's Shattered Scythe.&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with one of these blades, deal “soul damage” to that creature. Once the amount of soul damage it has taken equals or exceeds its current HP, then the creature dies. Provided that it had taken at least 1 soul damage when it died, you may count it as a “claimed soul.” A creature removes all soul damage when it Takes a Rest.&lt;br /&gt;
&lt;br /&gt;
Deal +1 damage with the blades for each claimed soul that you have collected on a given day. This number resets to +0 each time you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
If you claim five souls, your crit range with the blades increases by +1 until you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
Your claimed soul count completely resets each time you Take a Rest.&lt;br /&gt;
&lt;br /&gt;
=== Enhancements ===&lt;br /&gt;
Each time you gain an enhancement for this artifact, choose from the following list of enhancements. Note that some have prerequisites, such as being a certain character level or having another enhancement feature already.&lt;br /&gt;
&lt;br /&gt;
=== Don’t Fear the Reaper ===&lt;br /&gt;
Enhancements from this grouping increase the brute strength of the blades, causing higher damage output and attack bonuses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Don't Fear the Reaper&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend the Flesh'''&lt;br /&gt;
|&lt;br /&gt;
|When you crit with the blades, deal additional sharp damage equal to 1⁄2 the soul damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend the Flesh II'''&lt;br /&gt;
|Rend the Flesh&lt;br /&gt;
|When you hit with the blades, deal additional sharp damage equal to your DEX, END, or CHA.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rend the Flesh III'''&lt;br /&gt;
|Rend the Flesh II&lt;br /&gt;
|Rend the Flesh becomes: When you crit with the blades, deal sharp damage equal to the soul damage you dealt.&lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Strikes'''&lt;br /&gt;
|Character Level 5&lt;br /&gt;
|You now gain +2 to damage and attack rolls while using Death's Shattered Scythe. &lt;br /&gt;
|-&lt;br /&gt;
|'''Savage Strikes II'''&lt;br /&gt;
|Savage Strikes, Character Level 13&lt;br /&gt;
|You now gain +3 to damage and attack rolls while using Death's Shattered Scythe. &lt;br /&gt;
|-&lt;br /&gt;
|'''Soul Slice'''&lt;br /&gt;
|Character Level 5&lt;br /&gt;
|The blades’ damage becomes 1d10 soul damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soul Collector ===&lt;br /&gt;
Enhancements from this grouping allow you to absorb the memories of the souls you have claimed, granting you unique powers based on glimpses into their lives.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Soul Collector&lt;br /&gt;
!Enhancement&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Skill Salvage'''&lt;br /&gt;
|&lt;br /&gt;
|When you claim a soul, gain 4 Skill Points that you may assign to any skills that the creature knew. You retain these Skill Points until your claimed souls reset upon Taking a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Salvage'''&lt;br /&gt;
|Skill Salvage&lt;br /&gt;
|When you claim a soul, if the creature could cast spells innately or otherwise, you may regain 4 SP instead of 4 Skill Points. This SP cannot exceed your SP maximum.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Siphon'''&lt;br /&gt;
|&lt;br /&gt;
|When you claim a soul, if that creature could cast spells innately or otherwise, you may choose one spell that it could cast with an SPC of 12 or lower. You may cast that spell one time before your claimed souls reset upon Taking a Rest. Casting the spell in this way costs you no SP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Siphon II'''&lt;br /&gt;
|Spell Siphon, Character Level 9&lt;br /&gt;
|After casting a spell that you gained through Spell Siphon, you may cast it any number of additional times by spending the SPC as though casting it normally.&lt;br /&gt;
Furthermore, when you use Spell Siphon, you may choose a spell with an SPC of 20 or lower.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spell Retention'''&lt;br /&gt;
|Spell Siphon, Character Level 9&lt;br /&gt;
|When you Take a Rest, you may choose one spell that you learned as a result of Spell Siphon. You may retain that spell after Taking a Rest and may cast it one time on the following day without spending SP, but cannot upcharge it. Each time you use this ability, you may choose the same spell that you learned through claiming a soul or choose a new spell that you learned through claiming a soul, losing the previous choice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Soulseer ===&lt;br /&gt;
Enhancements from this grouping allow you to peer into the infinite, spying on other souls or marking certain targets for doom.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Soulseer&lt;br /&gt;
!Enhancement&lt;br /&gt;
!Prereq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Eyes Beyond Time&lt;br /&gt;
|&lt;br /&gt;
|The blades gain 4 charges and regain all of their expended charges at dusk each night. You may spend charges to use the following magical abilities. No material components are needed besides the blades.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Rituals:''' [[Gaze of a Thousand Miles]] (2 Charges), [[Scry]] (1 Charge)&lt;br /&gt;
* '''Psionic Invocations:''' [[Dreamspeak]] (4 Charges)&lt;br /&gt;
&lt;br /&gt;
* '''Psionic Spells:''' [[Psychonavigation]] (1 Charge), [[Sense Danger]] (1 Charge)&lt;br /&gt;
|-&lt;br /&gt;
|Marked for the Grave&lt;br /&gt;
|Eyes Beyond Time&lt;br /&gt;
|Choose one creature that you have dealt soul damage to in the past 24 hours. For 1 AP and 2 charges, you mark that creature for the grave. The next time it takes damage in the next 24 hours, double that damage.&lt;br /&gt;
|-&lt;br /&gt;
|Marked for the Grave II&lt;br /&gt;
|Marked for the Grave, Character Level 17&lt;br /&gt;
|Marked for the Grave becomes 1 AP and 1 charge.&lt;br /&gt;
|-&lt;br /&gt;
|Eternal Watcher&lt;br /&gt;
|Eyes Beyond Time&lt;br /&gt;
|Gain +8 charges.&lt;br /&gt;
|-&lt;br /&gt;
|Secrets of the Eternal&lt;br /&gt;
|Eyes Beyond Time, Character Level 13&lt;br /&gt;
|The blades gain +4 charges. You may spend charges to use the following abilities:&lt;br /&gt;
&lt;br /&gt;
* '''Occult Rituals:''' [[Gaze of a Thousand Miles]] (4 Charges). This has no dark power when cast in this way.&lt;br /&gt;
* '''Psionic Invocations:''' [[Astral Projection]]  (6 Charges), [[Haunt]] (6 Charges)&lt;br /&gt;
&lt;br /&gt;
* '''Psionic Spells:''' [[Far Sense]] (1 Charge), [[Foresight]] (8 Charges)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Weighted Scales ===&lt;br /&gt;
Enhancements from this grouping allow you to place your thumb on the scales of death, preventing the worst from befalling your allies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weighted Scales&lt;br /&gt;
!Enhancement&lt;br /&gt;
!Prereq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Shroud from Fate'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the [[Death Ward]] arcane spell and may cast it without expending SP 2/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Shroud from Fate II'''&lt;br /&gt;
|Shroud from Fate, Character Level 9&lt;br /&gt;
|Shroud of Fate becomes DEX, END, or CHA/Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''The Bell Will Not Toll'''&lt;br /&gt;
|&lt;br /&gt;
|You learn the [[Keep Standing]] spell and may cast it without spending SP a number of times equal to your DEX, END, or CHA/Rest. You cannot upcharge this spell using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Undo Fate'''&lt;br /&gt;
|Character Level 17&lt;br /&gt;
|You may cast the Immunity and Resurrection divine rituals using the blades and no other material components. They recharge at their normal rates.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14006</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14006"/>
		<updated>2025-10-10T02:40:28Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Eyesquito Progenitor&lt;br /&gt;
|Piercing Gaze feature corrected&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Eyesquito_Progenitor&amp;diff=14005</id>
		<title>Eyesquito Progenitor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Eyesquito_Progenitor&amp;diff=14005"/>
		<updated>2025-10-10T02:39:31Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__&lt;br /&gt;
''Source: Harker's Guide to Vampire Hunting''&lt;br /&gt;
&lt;br /&gt;
Eyesquito Progenitors are unholy eyesquitos capable of reproducing not through the typical egg sacs standard to an eyesquito life cycle, but by infecting a humanoid, turning the creature’s own eyes into new eyesquitos.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Eyesquito Progenitor&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 6''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Tiny. Abominable Monstrosity''&lt;br /&gt;
|-&lt;br /&gt;
!STR&lt;br /&gt;
!DEX&lt;br /&gt;
!END&lt;br /&gt;
!AWR&lt;br /&gt;
!INT&lt;br /&gt;
!CHA&lt;br /&gt;
|-&lt;br /&gt;
!-2&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!3&lt;br /&gt;
!-2&lt;br /&gt;
!-1&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 13&lt;br /&gt;
!Fort: 13&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 8&lt;br /&gt;
!Will: 9&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Armor Rating''' 10 (13 with Evasive)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Blinded&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 35&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 5 ft, fly 40 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 60 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Unerring Mind, Vigilant&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Features&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Piercing Gaze.''' When a creature starts its turn within 30 ft of the Eyesquito Progenitor, it must decide whether or not to avert its eyes. If it does avert its eyes, the Eyesquito Progenitor is considered Unseen to that creature. If it does not avert its eyes, the creature must make a DC 13 CHA check. On a failure, the creature is Sickened until the start of its next turn.&lt;br /&gt;
'''Piercing Proboscis.''' The Eyesquito Progenitor crits on a roll of 18-20.&lt;br /&gt;
&lt;br /&gt;
'''Hunger.''' The Eyesquito Progenitor has +1 TA against creatures that are Bleeding or Bloodied.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''On each of the Eyesquito Progenitor’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Take two Tier 1 actions.''&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 1 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Eyesquito Progenitor can move up to its speed.&lt;br /&gt;
'''Proboscis.''' ''Reach 5 ft Natural Weapon.'' +3 vs FORT. '''Hit:''' 7 (1d8+3) sharp and 5 (1d8) necrotic. '''Crit:''' Roll on the following list to determine the additional effect.&lt;br /&gt;
&lt;br /&gt;
# The Eyesquito Progenitor regains ½ of its HP.&lt;br /&gt;
# The creature is Sickened for 30 seconds.&lt;br /&gt;
# The creature gains Bleeding 1d6.&lt;br /&gt;
# The creature loses an eye.&lt;br /&gt;
&lt;br /&gt;
Additionally, on a crit, the target creature must make a DC 16 END check. On a fail, it gains the Eyesore Disease.&lt;br /&gt;
&lt;br /&gt;
'''High Alert.''' The Eyesquito Progenitor surveils its surroundings. Panoramic Vision becomes 1/Turn until the start of its next turn. &lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Reactions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Panoramic Vision (1/Round).''' When a creature makes a melee attack against the Eyesquito Progenitor, the Eyesquito Progenitor may immediately move 5 ft, causing the attack to miss. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14004</id>
		<title>Errata and Changelog</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Errata_and_Changelog&amp;diff=14004"/>
		<updated>2025-10-10T01:33:17Z</updated>

		<summary type="html">&lt;p&gt;Nathan Heard: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOAUTOLINKS__ __NOTOC__&lt;br /&gt;
== Core Rule Book v1.2 ==&lt;br /&gt;
8.27.25 - The Wiki is currently fully up to date to CRB v1.2&lt;br /&gt;
&lt;br /&gt;
==== Lineages ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Lineage&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Urkou&lt;br /&gt;
|Parental Instinct: Sacrificial Protector made 2/Catch Breath&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== BOPS ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|3.6.25&lt;br /&gt;
|Sailor Profession&lt;br /&gt;
|Singing corrected to Entertaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Talents ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Stack&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Cleric&lt;br /&gt;
|Divine Icon: Light: Illumine&lt;br /&gt;
|Corrected to Level 1 Icon&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy Focus&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy II&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|4.23.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Alchemy III&lt;br /&gt;
|Removed weight limit&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Ranger&lt;br /&gt;
|Primeval Warden&lt;br /&gt;
|Corrected to Primal Warden&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Mage&lt;br /&gt;
|Occultist&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|9.29.25&lt;br /&gt;
|Vessel&lt;br /&gt;
|Otherworldly Passenger&lt;br /&gt;
|Corrected amount of SP gained&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Warrior&lt;br /&gt;
|Showdown&lt;br /&gt;
|Corrected &amp;quot;equal to your AWR&amp;quot; to &amp;quot;equal to your ANT&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Other ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|7.1.25&lt;br /&gt;
|LOG calculation&lt;br /&gt;
|Corrected to 10+INT&lt;br /&gt;
|-&lt;br /&gt;
|8.1.25&lt;br /&gt;
|Deities&lt;br /&gt;
|Pashak Conclave fixed to Shimbar Conclave&lt;br /&gt;
|-&lt;br /&gt;
|8.2.25&lt;br /&gt;
|Psionic Spell - Foresight&lt;br /&gt;
|Duration corrected to 8 hours&lt;br /&gt;
|-&lt;br /&gt;
|8.24.25&lt;br /&gt;
|Goodwill Table&lt;br /&gt;
|Updated to match MCG&lt;br /&gt;
|-&lt;br /&gt;
|8.29.25&lt;br /&gt;
|Splendor of the Exiles&lt;br /&gt;
|Number of creatures specified&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Creature Compendium ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Creature &lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|11.30.23&lt;br /&gt;
|N/A&lt;br /&gt;
|Text Correction. ML x 2 = Party Level or Party Level/2 = ML&lt;br /&gt;
|-&lt;br /&gt;
|12.22.23&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|[[Bone Hag]] &amp;quot;[[Steal Spell]]&amp;quot; adjusted to &amp;quot;[[Contest Spell]]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Dex modifiers corrected for Colossal and Titan sized creatures&lt;br /&gt;
|-&lt;br /&gt;
|1.9.24&lt;br /&gt;
|Chosen&lt;br /&gt;
|[[Chosen]] shaken ability clarified&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Shambling Grim&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|1.16.24&lt;br /&gt;
|Weeping Hollow&lt;br /&gt;
|Shambling [[Grim]] listed as Medium Size&lt;br /&gt;
|-&lt;br /&gt;
|2.8.24&lt;br /&gt;
|Multiple&lt;br /&gt;
|All creatures Gargantuan or larger have the [[Giant]] tag.&lt;br /&gt;
|-&lt;br /&gt;
|4.3.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Hag (Bone) corrected to Hag (Bog) in [[Primal]] Type Chart&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|[[Bogwallower]] resist updated&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chamrosh&lt;br /&gt;
|Range of [[Chamrosh]] Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Range of [[Chosen Boatswain]] Claw&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Captain&lt;br /&gt;
|Range of [[Chosen Captain]] Claw and Cutlass&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Range of [[Chosen Crewmate]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Chosen Boatswain&lt;br /&gt;
|Chosen Boatswain's Share Secrets specified to be until the targets next turn ends. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Chosen Crewmate&lt;br /&gt;
|Chosen Crewmate's Share Secrets specified to be until the targets next turn ends.&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Chosen Deckhand corrected to Chosen Crewmate in Monster by Type and Monster by Environment charts&lt;br /&gt;
|-&lt;br /&gt;
|4.6.24&lt;br /&gt;
|Clikkiri Soldier&lt;br /&gt;
|Range of Clikkiri [[Soldier]]'s Pincer specified &lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Crepit&lt;br /&gt;
|Range of [[Crepit]] Scratch and Strangle specified&lt;br /&gt;
|-&lt;br /&gt;
|4.7.24&lt;br /&gt;
|Death Knight&lt;br /&gt;
|Range of Death [[Knight]] Greatsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|[[Bonewraith]] Growing Horde adjusted from immediate to after a Take a Rest&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether abilities specified until end of next turn&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Bonewraith&lt;br /&gt;
|Bonewraith Tether reaction adjusted so Bonewraith takes [[damage]] as well&lt;br /&gt;
|-&lt;br /&gt;
|4.12.24&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Range of [[Amanojaku]] Possess specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Grash&lt;br /&gt;
|Range of [[Grash]] Beak and Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Gretchling&lt;br /&gt;
|Range of [[Gretchling]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.14.24&lt;br /&gt;
|Kriflock&lt;br /&gt;
|[[Kriflock]] LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bone Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.16.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Pursue removed from [[actions]]&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Narai&lt;br /&gt;
|[[Narai]] ANT fixed&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Nue&lt;br /&gt;
|Nue skill changed from Climbing to Athletics&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|[[Beasian Boils]] adjusted to Very Rare&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Revenant&lt;br /&gt;
|Range of [[Revenant]] Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Added Shapechanger table to types&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Death Soldier&lt;br /&gt;
|Range of [[Death Soldier]] Longsword and Claymore specified&lt;br /&gt;
|-&lt;br /&gt;
|4.18.24&lt;br /&gt;
|Skeleton&lt;br /&gt;
|Range of [[Skeleton]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Night Hag&lt;br /&gt;
|Shapechanger tag added to [[Night Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Bog Hag&lt;br /&gt;
|Shapechanger tag added to [[Bog Hag]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Naga&lt;br /&gt;
|Shapechanger tag added to [[Naga]]. Added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.19.24&lt;br /&gt;
|Shaitan&lt;br /&gt;
|[[Shaitan]] Longsword changed to Katana and text adjusted&lt;br /&gt;
|-&lt;br /&gt;
|4.21.24&lt;br /&gt;
|Mycosian&lt;br /&gt;
|[[Mycosian]] added to Fightfae fear table&lt;br /&gt;
|-&lt;br /&gt;
|4.22.24&lt;br /&gt;
|Tooth Tyrant&lt;br /&gt;
|[[Tooth Tyrant]] has no Vulnerabilities&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Tzel&lt;br /&gt;
|Range of [[Tzel]] Longsword specified&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Vampiric Curse changed to 3x in 24 hours&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.24.24&lt;br /&gt;
|Vampire Ancient&lt;br /&gt;
|Gained the Shapechanger tag and had their ability renamed to reflect this. Also added to the Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vetala&lt;br /&gt;
|Range of [[Vetala]] Vampiric Touch specified &lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Vodyanoy&lt;br /&gt;
|Range of [[Vodyanoy]] Claw specified&lt;br /&gt;
|-&lt;br /&gt;
|4.27.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|[[Coastal Warden]] Log and Will corrected&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Coastal Warden&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Clay Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.28.24&lt;br /&gt;
|Stone Golem&lt;br /&gt;
|Exploit changed to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Ghul&lt;br /&gt;
|Shapechanger tag added to [[Ghul]]. Ghul also added to Shapechanger table&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wicker Man&lt;br /&gt;
|Range of [[Wicker Man]] Burning Embrace specified&lt;br /&gt;
|-&lt;br /&gt;
|4.29.24&lt;br /&gt;
|Wyvern Wyrmling&lt;br /&gt;
|Range of [[Wyvern]] [[Wyrmling]] Bite and Claws specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Tundra Warden&lt;br /&gt;
|[[Tundra Warden]] HP and AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Thug&lt;br /&gt;
|[[Thug]] AR corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Frog&lt;br /&gt;
|[[Dire Frog]] ANT and LOG corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Brown Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.3.24&lt;br /&gt;
|Dire Bear&lt;br /&gt;
|Range of Claw/Bite specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Knight Errant&lt;br /&gt;
|[[Knight Errant]] Exploit text corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Physician&lt;br /&gt;
|Range of [[Physician]] Scalpel specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Forest Witch&lt;br /&gt;
|[[Forest Witch]] casting attribute corrected and Forest Magic renamed/corrected&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Dragonfolk&lt;br /&gt;
|Range of [[Dragonfolk]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Demonologist&lt;br /&gt;
|Range of [[Demonologist]] attack specified&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Swarm of Crustaceans&lt;br /&gt;
|[[Swarm of Crustaceans]] given swim speed&lt;br /&gt;
|-&lt;br /&gt;
|5.4.24&lt;br /&gt;
|Greater Mage&lt;br /&gt;
|Greater [[Mage]] given Contest Spell reaction&lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bloodoak Host&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Scarecrow&lt;br /&gt;
|Adjusted Language on Shamblin Dead &lt;br /&gt;
|-&lt;br /&gt;
|9.18.24&lt;br /&gt;
|Bogwallower&lt;br /&gt;
|Gave value to Vulnerable Cold for the Bogwallower&lt;br /&gt;
|-&lt;br /&gt;
|11.8.24&lt;br /&gt;
|Fire Elemental&lt;br /&gt;
|Specified Magic Attribute for Fire Elemental&lt;br /&gt;
|-&lt;br /&gt;
|11.18.24&lt;br /&gt;
|Vampire&lt;br /&gt;
|Vampire updated to follow Vampire Template from VotEN&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Iron Slime&lt;br /&gt;
|Iron Slime Resist Slash changed to Resist Sharp&lt;br /&gt;
|-&lt;br /&gt;
|11.25.24&lt;br /&gt;
|Morbunegm&lt;br /&gt;
|Morbunegm' s Spew attack DC check corrected &lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Wolf&lt;br /&gt;
|Wolf Growl given a specific distance and limited to 1/Round&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|Primal Spark Enrage Beast distance limited&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Parsor&lt;br /&gt;
|Parsor Primal Sight updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|N/A&lt;br /&gt;
|Redefined the Invisible trait&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Primal Senses updated to include all Unseen creatures&lt;br /&gt;
|-&lt;br /&gt;
|12.1.24&lt;br /&gt;
|Martor&lt;br /&gt;
|Martor Growl no longer needs to be prepared. &lt;br /&gt;
|-&lt;br /&gt;
|12.16.24&lt;br /&gt;
|Narai Ancient&lt;br /&gt;
|Narai Ancient has 350 HP and has the Narai Penetrating and Electric Body features.&lt;br /&gt;
|-&lt;br /&gt;
|12.25.24&lt;br /&gt;
|Bloodoak Scarecrow&lt;br /&gt;
|Removed Shambling Dead&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Ghul&lt;br /&gt;
|Giant Hyena corrected to Dire Hyena&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Primal Spark&lt;br /&gt;
|HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Amanojaku&lt;br /&gt;
|Given Invisible Trait, updated Invisibility Feature and Negative Influence Action.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Jungle Warden&lt;br /&gt;
|Poison Secretion corrected to toxic damage&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Wyrd Sage&lt;br /&gt;
|Unravel Spell corrected to Unravel Magic&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Mummy Ashlord&lt;br /&gt;
|1 minute duration clarified on Sandstorm Aura&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MythCrafter's Guide ==&lt;br /&gt;
All pages Updated to Print 2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|9.3.25&lt;br /&gt;
|Hatchet of Returning&lt;br /&gt;
|DEX corrected to REF&lt;br /&gt;
|}&lt;br /&gt;
== Other/All ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Date&lt;br /&gt;
!Content&lt;br /&gt;
!Change&lt;br /&gt;
|-&lt;br /&gt;
|1.4.24&lt;br /&gt;
|[[Legends of MythCraft]]&lt;br /&gt;
|Knack HP corrected&lt;br /&gt;
|-&lt;br /&gt;
|1.4.25&lt;br /&gt;
|Harker's - Vampiric Rejuvination&lt;br /&gt;
|Damage specified to be sharp&lt;br /&gt;
|-&lt;br /&gt;
|2.6.25&lt;br /&gt;
|Harker's - Bull's Head&lt;br /&gt;
|Combat stack corrected to Defense stack.&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Flame Strike&lt;br /&gt;
|Removed Recharge&lt;br /&gt;
|-&lt;br /&gt;
|2.15.25&lt;br /&gt;
|Harker's - Porcine Track&lt;br /&gt;
|Natural Weapon text removed. &lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Jagged Bones and Summon Eyesquito&lt;br /&gt;
|Given Primal Magic tags&lt;br /&gt;
|-&lt;br /&gt;
|2.16.25&lt;br /&gt;
|Harker's - Flesh Stitcher Manual - Beastial Body + Bestial Body II&lt;br /&gt;
|Chapter 4 changed to Chapter 3&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|M'y'lkkri Lumberer&lt;br /&gt;
|Monstrosity tag changed to Eldritch&lt;br /&gt;
|-&lt;br /&gt;
|2.19.25&lt;br /&gt;
|Shadowlurk&lt;br /&gt;
|END corrected to 0&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Sovereign's Orb&lt;br /&gt;
|Radiant Beacon damage corrected&lt;br /&gt;
|-&lt;br /&gt;
|8.27.25&lt;br /&gt;
|Harker's - Curseblade&lt;br /&gt;
|Imbued Blade III given the correct prerequisites&lt;br /&gt;
|-&lt;br /&gt;
|9.7.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Charlie Level 30 Attributes corrected&lt;br /&gt;
|-&lt;br /&gt;
|9.13.25&lt;br /&gt;
|Legends of MythCraft Print 2&lt;br /&gt;
|Grim given Jolt of Life lvl 15, Jolt of Life II lvl 25, Jolt of Life II lvl 29&lt;br /&gt;
|-&lt;br /&gt;
|10.9.25&lt;br /&gt;
|Harker's - Ocularus&lt;br /&gt;
|Can take six Tier 1 actions.&lt;br /&gt;
|}&lt;br /&gt;
== Archived Errata ==&lt;br /&gt;
[[CRB v1.1|CRB v1.1.]]&lt;/div&gt;</summary>
		<author><name>Nathan Heard</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14003</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=14003"/>
		<updated>2025-10-10T01:32:35Z</updated>

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