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	<updated>2026-07-26T19:21:27Z</updated>
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	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Hellcrafter_(NPC)&amp;diff=13978</id>
		<title>Hellcrafter (NPC)</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Hellcrafter_(NPC)&amp;diff=13978"/>
		<updated>2025-09-27T11:16:19Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Changed the Warhammer action from 'Natural Weapon' to 'Hand-and-a-Half Weapon'&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;
Some occultists specialize in imbuing corpses with the Essence of fiends from Hell or Inferno. These casters, known as hellcrafters, wield great occult skill and command powerful squadrons of hellspawn.  &lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Hellcrafter&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid (Occult)''&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;
!0&lt;br /&gt;
!5&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 9&lt;br /&gt;
!Fort: 15&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 15&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 (banded mail)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Occult 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind&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''' (INT) Arcana +4, Religion [demonology] +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; |'''Hellspawn Summoner (1/Rest).''' The Hellcrafter may summon 3d4 ML worth of hellspawn. They respond to the Hellcrafter’s mental commands and are loyal to it for 24 hours or until it uses this feature again.&lt;br /&gt;
'''Ritualist.''' Using CHA, the Hellcrafter may cast the following occult rituals and chants. &lt;br /&gt;
&lt;br /&gt;
* (Chants) [[Blind]], [[Cultic Revenge]], [[Ignite]], [[Nick]], [[Sonorous Voice]]&lt;br /&gt;
&lt;br /&gt;
* (Rituals) [[Curse of Withering]], [[Devil’s Sight]], [[Drums of the War God]], [[Hands of Fire]], [[Shrine to the Dark Lords]]&lt;br /&gt;
&lt;br /&gt;
'''Occultist.''' Using CHA, the Hellcrafter may cast the following occult spells. The Hellcrafter has 60 SP.&lt;br /&gt;
&lt;br /&gt;
* (Spells) [[Blood Blade]], [[Borrowed Strength]], [[Darkness]], [[Emesis]], [[Grasp of Bones]], [[Minor Augmentation]], [[Sanguine Snare]], [[Warp Step]]&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 Hellcrafter’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Move and take three Tier 1 actions.'' &lt;br /&gt;
* ''Take one Tier 1 action and one Tier 2 action.''&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 Hellcrafter can move up to its speed.&lt;br /&gt;
'''Warhammer.''' ''Reach 5 ft Hand-and-a-Half Weapon.'' +2 vs AR. '''Hit:''' 8 (1d12+2) blunt.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Occultism.''' The Hellcrafter can cast one of its occult chants.&lt;br /&gt;
&lt;br /&gt;
'''Command.''' One or two hellspawn within 30 ft of the Hellcrafter may make melee weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 2 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Greater Occultism.''' The Hellcrafter can cast one of its occult spells. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Hellcrafter_(NPC)&amp;diff=13977</id>
		<title>Hellcrafter (NPC)</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Hellcrafter_(NPC)&amp;diff=13977"/>
		<updated>2025-09-27T11:12:19Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Changed the Warhammer action's damage type from 'sharp' to 'blunt'.&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;
Some occultists specialize in imbuing corpses with the Essence of fiends from Hell or Inferno. These casters, known as hellcrafters, wield great occult skill and command powerful squadrons of hellspawn.  &lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Hellcrafter&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium. Humanoid (Occult)''&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;
!0&lt;br /&gt;
!5&lt;br /&gt;
!0&lt;br /&gt;
!2&lt;br /&gt;
!5&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 9&lt;br /&gt;
!Fort: 15&lt;br /&gt;
!Ant: 10&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 15&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 (banded mail)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Occult 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Iron Will, Steel Mind&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''' (INT) Arcana +4, Religion [demonology] +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; |'''Hellspawn Summoner (1/Rest).''' The Hellcrafter may summon 3d4 ML worth of hellspawn. They respond to the Hellcrafter’s mental commands and are loyal to it for 24 hours or until it uses this feature again.&lt;br /&gt;
'''Ritualist.''' Using CHA, the Hellcrafter may cast the following occult rituals and chants. &lt;br /&gt;
&lt;br /&gt;
* (Chants) [[Blind]], [[Cultic Revenge]], [[Ignite]], [[Nick]], [[Sonorous Voice]]&lt;br /&gt;
&lt;br /&gt;
* (Rituals) [[Curse of Withering]], [[Devil’s Sight]], [[Drums of the War God]], [[Hands of Fire]], [[Shrine to the Dark Lords]]&lt;br /&gt;
&lt;br /&gt;
'''Occultist.''' Using CHA, the Hellcrafter may cast the following occult spells. The Hellcrafter has 60 SP.&lt;br /&gt;
&lt;br /&gt;
* (Spells) [[Blood Blade]], [[Borrowed Strength]], [[Darkness]], [[Emesis]], [[Grasp of Bones]], [[Minor Augmentation]], [[Sanguine Snare]], [[Warp Step]]&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 Hellcrafter’s turns, it may take one of the following sets of actions.'' &lt;br /&gt;
* ''Move and take three Tier 1 actions.'' &lt;br /&gt;
* ''Take one Tier 1 action and one Tier 2 action.''&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 Hellcrafter can move up to its speed.&lt;br /&gt;
'''Warhammer.''' ''Reach 5 ft Natural Weapon.'' +2 vs AR. '''Hit:''' 8 (1d12+2) blunt.&lt;br /&gt;
&lt;br /&gt;
'''Lesser Occultism.''' The Hellcrafter can cast one of its occult chants.&lt;br /&gt;
&lt;br /&gt;
'''Command.''' One or two hellspawn within 30 ft of the Hellcrafter may make melee weapon attacks.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Tier 2 Actions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Greater Occultism.''' The Hellcrafter can cast one of its occult spells. &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=12707</id>
		<title>Warrior</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Warrior&amp;diff=12707"/>
		<updated>2025-03-06T18:17:14Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Fixed the redundant &amp;quot;Improved Battle Standard&amp;quot; to &amp;quot;Improved Repairs&amp;quot;&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 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 abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Tactician.'''  (AWR+1/Recoup) You may spend 1 AP on your turn to specify a target within 5 ft of you. Friendly targets 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;
* '''Warrior Training.''' If this is your first Class Entry talent, you gain two [[Specialization Talents|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:Archery Track.png|thumb|479x479px|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.''' You may spend 1 AP to specify a target you can see and that is within range of the 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 gains 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 an additional +1 to your 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, Unseen, and Invisible 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 take any movement on your turn or your last 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 Impeccable Aim, gaining +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 your equipped ranged weapon. If you kill that creature, you may make one more additional attack for 0 AP. Subsequent attacks cost AP as normal, even if they are killing blows.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest II'''&lt;br /&gt;
|Sharpshooter II&lt;br /&gt;
|On your turn, you can move 5 ft for free. Once per turn, if a ranged attack or spell misses you, you may move 5 ft for free.&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 increases to 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. Subtract 12 from your attack roll. If you 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 ignore the Prone condition.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sniper’s Nest III'''&lt;br /&gt;
|Sharpshooter III&lt;br /&gt;
|Your benefits from Cover cannot be ignored by any other ability or talent. If you have the high ground you gain an additional source of TA, and all of your defenses gain the benefit from your Cover.&lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalking III'''&lt;br /&gt;
|Sniper’s Nest III&lt;br /&gt;
|Your range is doubled for ranged weapons against your Focused Target. Additionally, your range for Stalking increases to 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;
|(1/Catch Breath) You may now activate Impeccable Aim without the conditions being met one time. &lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Head Shot II'''&lt;br /&gt;
|Impeccable Aim II&lt;br /&gt;
|Your Headshots now only take a -10 penalty, and you add one additional damage die to your damage roll if you 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;
|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 ½ your 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 additional 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;
|Focused Targets now additionally trigger reactive attacks for you when they make 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 AP to force the creature to roll the attack again and take the lower result. &lt;br /&gt;
|''Warrior, Archery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Overwatch IV'''&lt;br /&gt;
|Covering Fire&lt;br /&gt;
|Reactive attacks 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;
|Your Focused Targets now gain TD on all their attacks made until the end of their next turn when they are struck by your ranged attack.&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 free and the target is 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 = 8+ Your DEX)&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;
** '''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:Commander Track.png|thumb|Commander Track Progression|255x255px]]&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 choosing a target increases from 5 ft to 20 ft, and you 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 friendly targets within range gain 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 have 20 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;
|Friendly targets now gain TA on all attacks while within range of your 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;
|(1/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 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;
On the 5th, 10th, 15th, 20th, 25th, and 30th weeks that they gain experience, they gain one talent of your choice as though they were a level 1 adventurer, excluding magic entry talents.&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.&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. Gain the Attack command.&lt;br /&gt;
* '''''Attack:''''' (AP Varies) The target immediately makes an attack with a weapon they are holding, gaining 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;
* '''''Hold your Fire:''''' (0 AP) All targets in range that can see and hear you gain the ability to prepare ranged attacks or spells that they have AP for, if they chose to do so, on their next turn. They can specify a trigger for their attacks or spell casts such as “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 the Commander.&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) By spending 5 AP, all creatures of your choice who can hear you and are currently under a battle standard gain an additional 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;
|A target who can see or hear you use the War Cry ability 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 may move into that square for free.&lt;br /&gt;
|''Warrior, Commander''&lt;br /&gt;
|-&lt;br /&gt;
|'''War Cry III'''&lt;br /&gt;
|War Cry II&lt;br /&gt;
|Targets affected by your War Cry, who also have conditions suppressed by your battle standard, remove the Charmed, Frightened, Broken, 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;
|Targets 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 ½ 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 choosing 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 subject of an Exploit attack, friendly targets who are within 5 ft of the target and have the Reactive AP to do so may also attack that target even if a reactive attack would not have been triggered for them.&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;
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;
* '''Level 30:''' Your Knights add your AWR to their max HP and ½ 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:Protection Track.png|thumb|244x244px|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;
|Gain the Battlefield Protector ability. &lt;br /&gt;
&lt;br /&gt;
* '''Battlefield Protector.''' 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 gain 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;
* '''Engage.''' You may 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 the AR, FORT, and REF 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 bonus 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 an attack against the triggering creature: STR vs FORT '''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 AP (Battlefield AP) that cannot be used to move or attack but can be used for any other action. You can only have one source of Support AP. &lt;br /&gt;
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;
|(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 gain the Taunted condition 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;
|If a creature critically fails an attack roll farther than 10 ft away, but no farther than 20 ft from you, you may use your Intercept ability without expending AP&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) By spending 1 AP, a target within 30 ft of you that can hear you gains 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 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;
|You gain Resist Physical 1, 2, or 3 in addition to your defenses, depending on the number of Reactive AP you spend. 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;
|You have 2 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 beginning 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;
|When you use your Engage ability, you can choose to target either 1 or 2 creatures within 5 ft, or to target all creatures within 5 ft of you. If you target all creatures, then the targets hit by your reactive attack granted by the Engaged condition take no damage when you strike them, instead only losing their movement.&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’d spent 2 AP whenever you use Intercept.&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;
|You have 3 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;
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;
In addition, you gain the Last Stand ability&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 for free.&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;
*** '''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:Soldier Track.png|thumb|553x553px|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 one other ally are within melee range of the target. &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 from Concealed, Invisible, or Unseen on attacks made on 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, Unseen, or Invisible 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 talent]]. If you already have the Exploitative talent, you gain the [[Specialization Talents|Opportunist 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 attack: STR vs FORT. '''Hit''': The target is 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 half your AWR to your Exploit attack rolls, and additional compromising actions evoke 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 7 days or more gain the effects of Versatile Arsenal on any day that they complete a Rest in the same building or campsite as you. &lt;br /&gt;
Additionally, once per 7 days, if you spend 8 hours training, you can reassign any Talent Points spent in the Combat 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. You 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. Once per week, you can 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 level, and all of your defenses equal your AWR, unless they would be higher otherwise. &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;
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. 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. While it is recharging and 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;
|You gain +5 to your Initiative rolls. You can no longer be Surprised, and when making a STR or AWR skill check in combat, roll 2d20 and take the higher result.&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;
It is nearly impossible for you to be slain in battle. 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;
&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 rolling a new character and handing over narrative control to your MC.&lt;br /&gt;
&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 feature, 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;
&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>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Amelia_Grace&amp;diff=11935</id>
		<title>Amelia Grace</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Amelia_Grace&amp;diff=11935"/>
		<updated>2025-02-12T02:33:24Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Changed Amelia's description stating she's a Halfling to Human&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Appendix A: Major NPCs|[back to Major NPCs]]]&lt;br /&gt;
&lt;br /&gt;
=== Amelia Grace ===&lt;br /&gt;
Amelia Grace is a contentious, larger-than-life figure in the political landscape of Kendaria. She is the self-styled Queen of the Old Forest, ruling much as a fae might: laughter and kindness are her choice tools. She is adored by those who call her their queen, despite her overall inexperience: she is a human child who is only eight years of age.&lt;br /&gt;
&lt;br /&gt;
Her simple, direct viewpoint has, thus far, led Amelia to rule with startling efficacy. The adult advisors that she has appointed to her court take her proclamations and turn them into unnuanced yet effective legislation.&lt;br /&gt;
&lt;br /&gt;
Amelia rules from a palace overlooking a large town in a clearing found in the heart of the Old Forest. The town, aptly named Foresthart, serves as a hub of trade and commerce for all the towns and villages in the region. Not far from Foresthart, a meadow is known to contain a [[portal]] to the Everwilds. Small, magical Benklis (see Appendix C) often come through this portal, and Amelia has adopted many of them as pets. These fae creatures enhance Amelia’s fairytale charm, sometimes magically enchanting Amelia’s subjects when they might otherwise be belligerent.&lt;br /&gt;
&lt;br /&gt;
Amelia’s legitimacy is in constant question. She is not the rightful queen of Kendaria or any territory in the nation, but the people in the Old Forest do see her as their leader. Folk who live in towns or villages dotted throughout the Old Forest have varying opinions on her, seeing her in turn as a political leader, a figurehead, or a mascot. While her straightforward, unnuanced approach to governance in her region of influence is an asset, it has also caused many problems and has enabled rampant white collar crime.&lt;br /&gt;
&lt;br /&gt;
==== '''Amelia and Heroes''' ====&lt;br /&gt;
Amelia Grace treats any adventurers that come through her land with enthusiastic support, as they remind her of the stories that her parents once told her. She understands heroes as the forefront troops in an ever persisting fight between good and evil.&lt;br /&gt;
&lt;br /&gt;
A clever mercenary group has used her opinion of adventurers to win her good graces. Known as the Merry Foresters, this band of mercenaries serves at Amelia’s bidding. In return, she is completely enraptured with the gang’s leader, an eloquent [[trollkin]] named [[Tusken Sparrow]], whom she sees as a genteel hero reminiscent of the brave knights from fairy tales. Her complete support enables the Merry Foresters to engage in thuggish shakedowns and other skullduggery as Amelia turns a completely [[blind]] eye to anything unsavory that they do.&lt;br /&gt;
&lt;br /&gt;
Tusken Sparrow behaves in completely obsequious fashion around Amelia, an act that she completely buys. Her advisors clearly see that Tusken is manipulating her and is more in charge of the region than she is. They dare not accuse him lest they meet Amelia’s wrath: a wrath that is backed by Tusken’s steel.&lt;br /&gt;
&lt;br /&gt;
==== '''Amelia’s Queendom''' ====&lt;br /&gt;
Amelia Grace believes her queendom to encompass the entire Old Forest in Kendaria’s national borders. While the legitimate barons, baronesses, dukes, and duchesses of the region know that Queen Astaria is the true ruler of the territory, Tusken Sparrow’s Merry Foresters are a powerful enough military threat that many barons find themselves in the unenviable position of paying taxes to both Queen Astaria and Amelia Grace.&lt;br /&gt;
&lt;br /&gt;
==== '''Amelia and Astaria''' ====&lt;br /&gt;
Amelia poses a difficult challenge for Astaria, the true Queen of Kendaria. Amelia has essentially legitimized a dangerous [[criminal]] group that now controls the Old Forest, a region that was already perilous to begin with. The legally prudent thing to do would be leveraging military and political force against Amelia and her supporters, deposing her and forcing the Old Forest into submission. However, such [[actions]] would have severe political repercussions for Astaria, whose popularity is already mixed. Amelia has the advantage of being a charming child and is generally beloved by the folk living in the Old Forest, regardless of whether they see Amelia as their true ruler or simply as a mascot. Regardless, punishing Amelia would do no favors for Astaria’s popularity.&lt;br /&gt;
&lt;br /&gt;
Astaria is willing to make Amelia the legally legitimate High Duchess of the Old Forest, in charge of all dukes, duchesses, barons, and baronesses within the region, but subordinate to Queen Astaria herself. When presented with this offer, Amelia is offended because it would mean removing “Queen” from her name. In practice, Amelia has no problem with the position’s authority. It allows her to rule the Old Forest as she already is, and she simply must pay deference to the Queen of Kendaria when necessary. However, she is only willing to accept this offer if the word “Queen” is worked into Amelia’s official title, which Astaria is currently unwilling to do.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |Amelia Grace&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 3''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Small. Humanoid ([[Human]])''&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;
!1&lt;br /&gt;
!0&lt;br /&gt;
!3&lt;br /&gt;
!0&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 12&lt;br /&gt;
!Fort: 10&lt;br /&gt;
!Ant: 13&lt;br /&gt;
!Log: 10&lt;br /&gt;
!Will: 14&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''' 11 (leather armor)&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 30&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +4; (AWR) Animal Handling +6, Eavesdropping +8, Intuiting +2, History +2; (CHA) [[Empathy]] +12, Leadership +14, Persuading +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; |'''Inspiring.''' Amelia’s allies within a 15 ft radius of her are Rallied.&lt;br /&gt;
'''Summon Benklis (1/Recoup).''' If Amelia has no Benklis in her presence, she can summon 3 (1d6) Benklis to unoccupied spaces within 60 ft of her. This takes 30 seconds.&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; |''Amelia 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.''' Amelia can move up to her speed.&lt;br /&gt;
'''Shortsword.''' ''Reach 5 ft One-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6 + 1) sharp.&lt;br /&gt;
&lt;br /&gt;
'''Recurve Bow.''' ''Ranged (200 ft) Two-Handed Weapon.'' +1 vs AR. '''Hit:''' 4 (1d6 + 1) sharp.&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''''OR''''' ''Amelia can take '''ONE''' of the following actions...''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' Amelia can move up to her speed.&lt;br /&gt;
'''Shortsword.''' Amelia can make a shortsword attack.&lt;br /&gt;
&lt;br /&gt;
'''Recurve Bow.''' Amelia can make a recurve bow attack.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''...AND take the following action.''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Leadership.''' Two of Amelia’s allies that are Rallied may make melee attacks against the same hostile creature.&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; |'''Tactical Retreat (1/Round).''' When a hostile creature moves within 5 ft of Amelia, she may immediately move up to her speed.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bloodoak_Arborean&amp;diff=11562</id>
		<title>Bloodoak Arborean</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bloodoak_Arborean&amp;diff=11562"/>
		<updated>2025-01-29T20:31:07Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Bolded the &amp;quot;TWO&amp;quot; in &amp;quot;can take TWO of the following actions&amp;quot;&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;
Uniquely vampiric plants with a hungering cunning, [[bloodoaks]] form through dark rituals when plant matter absorbs animal blood. The rituals that create these horrors are relatively easy to learn and implement, so cultists and unscrupulous mages often use bloodoaks as bodyguards and sentinels.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Bloodoak Arborean&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Some bloodoaks absorb so much blood over the course of many years that they eventually morph into an entirely new creature. Growing tall and mighty in a dark facsimile of the [[noble]] [[Arboreans]], these awakened bloodoaks break free from the wishes of their creators and command lesser bloodoak creations themselves.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bloodoak Arborean ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Abominable Plant ([[Occult]])''&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;
!6&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 15&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 12&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''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Primal]] 5, Occult 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 165&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 30 ft, Tremorsense 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (STR) Applied Force +10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable&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; |'''Bloody Roots.''' Once on each of the Bloodoak Aroborean’s turns, it may partially consume the corpse of any humanoid creature within 5 ft of it, regaining 10 HP if it does so. This feature may be used 3 times on any single corpse before the corpse is completely destroyed.&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 Bloodoak Aroborean 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 Bloodoak Aroborean can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +6 vs AR '''Hit:''' 11 (1d10+6) physical.&lt;br /&gt;
&lt;br /&gt;
'''Entangle.''' ''Reach 45 ft Natural Weapon.'' +6 vs REF. '''Hit:''' 7 (2d6) sharp and the target becomes Restrained (escape DC 16).&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 Bloodoak Aroborean can take '''FOUR''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bloodoak Aroborean can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +6 vs AR '''Hit:''' 11 (1d10+6) physical.&lt;br /&gt;
&lt;br /&gt;
'''Entangle.''' ''Reach 45 ft Natural Weapon.'' +6 vs REF. '''Hit:''' 7 (2d6) sharp and the target becomes Restrained (escape DC 16).&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; |'''Exsanguinate.''' ''Reach 15 ft Natural Weapon.'' +6 vs FORT. '''Hit:''' 9 (1d6+6) sharp. This attack may only be used against targets Restrained by Entangle. The Bloodoak Aroborean regains HP equal to the [[damage]] dealt by this attack.&lt;br /&gt;
&lt;br /&gt;
'''Thorn Trap.''' The Bloodoak Aroborean prepares a 20 ft square area within 40 ft of it, which it can activate using its reaction.&lt;br /&gt;
&lt;br /&gt;
'''Sproutlings (Recharge 6).''' The Bloodoak Arborean loses 16 (3d10) HP and summons 2 (1d4) Bloodoak Scarecrows, which appear in unoccupied spaces within 20 ft of the Bloodoak Arborean and take their [[initiative]] immediately after it.&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; |'''Thorn Trap.''' When a creature enters the area of the Thorn Trap and the Bloodoak Aroborean is within 40 ft of the area, the Bloodoak Aroborean may immediately make an Entangle attack against all creatures within the Thorn Trap.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Bloodoak_Arborean&amp;diff=11561</id>
		<title>Bloodoak Arborean</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Bloodoak_Arborean&amp;diff=11561"/>
		<updated>2025-01-29T20:30:14Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Corrected the number of actions that can be taken&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;
Uniquely vampiric plants with a hungering cunning, [[bloodoaks]] form through dark rituals when plant matter absorbs animal blood. The rituals that create these horrors are relatively easy to learn and implement, so cultists and unscrupulous mages often use bloodoaks as bodyguards and sentinels.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;big&amp;gt;Bloodoak Arborean&amp;lt;/big&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
Some bloodoaks absorb so much blood over the course of many years that they eventually morph into an entirely new creature. Growing tall and mighty in a dark facsimile of the [[noble]] [[Arboreans]], these awakened bloodoaks break free from the wishes of their creators and command lesser bloodoak creations themselves.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Bloodoak Arborean ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 18''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Huge. Abominable Plant ([[Occult]])''&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;
!6&lt;br /&gt;
!0&lt;br /&gt;
!5&lt;br /&gt;
!2&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 10&lt;br /&gt;
!Fort: 15&lt;br /&gt;
!Ant: 12&lt;br /&gt;
!Log: 12&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''' 15 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' [[Primal]] 5, Occult 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 165&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Fire 2&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' 25 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Blindsight 30 ft, Tremorsense 90 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (STR) Applied Force +10&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Immutable&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; |'''Bloody Roots.''' Once on each of the Bloodoak Aroborean’s turns, it may partially consume the corpse of any humanoid creature within 5 ft of it, regaining 10 HP if it does so. This feature may be used 3 times on any single corpse before the corpse is completely destroyed.&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 Bloodoak Aroborean 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 Bloodoak Aroborean can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +6 vs AR '''Hit:''' 11 (1d10+6) physical.&lt;br /&gt;
&lt;br /&gt;
'''Entangle.''' ''Reach 45 ft Natural Weapon.'' +6 vs REF. '''Hit:''' 7 (2d6) sharp and the target becomes Restrained (escape DC 16).&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 Bloodoak Aroborean can take '''FOUR''' of the following actions, or take the same action '''twice...''''' ====&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |'''Move.''' The Bloodoak Aroborean can move up to its speed.&lt;br /&gt;
&lt;br /&gt;
'''Slam.''' ''Reach 10 ft Natural Weapon.'' +6 vs AR '''Hit:''' 11 (1d10+6) physical.&lt;br /&gt;
&lt;br /&gt;
'''Entangle.''' ''Reach 45 ft Natural Weapon.'' +6 vs REF. '''Hit:''' 7 (2d6) sharp and the target becomes Restrained (escape DC 16).&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; |'''Exsanguinate.''' ''Reach 15 ft Natural Weapon.'' +6 vs FORT. '''Hit:''' 9 (1d6+6) sharp. This attack may only be used against targets Restrained by Entangle. The Bloodoak Aroborean regains HP equal to the [[damage]] dealt by this attack.&lt;br /&gt;
&lt;br /&gt;
'''Thorn Trap.''' The Bloodoak Aroborean prepares a 20 ft square area within 40 ft of it, which it can activate using its reaction.&lt;br /&gt;
&lt;br /&gt;
'''Sproutlings (Recharge 6).''' The Bloodoak Arborean loses 16 (3d10) HP and summons 2 (1d4) Bloodoak Scarecrows, which appear in unoccupied spaces within 20 ft of the Bloodoak Arborean and take their [[initiative]] immediately after it.&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; |'''Thorn Trap.''' When a creature enters the area of the Thorn Trap and the Bloodoak Aroborean is within 40 ft of the area, the Bloodoak Aroborean may immediately make an Entangle attack against all creatures within the Thorn Trap.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Ghost&amp;diff=11560</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Ghost&amp;diff=11560"/>
		<updated>2025-01-29T18:45:48Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Corrected formatting for 'Possess' action&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;
Ghosts are the discontented spirits of the dead whose Essence refuses to return to the Celestial Sea. Ghosts [[haunt]] regions, items, or even people that held great significance to the Ghost before it died. Creatures in a Ghost’s presence often feel tremendous sorrow, and the natural foliage and artificial structures in which a Ghost resides often become withered and forlorn as they reflect the Ghost’s emotional anguish.&lt;br /&gt;
&lt;br /&gt;
Ghosts do not form commonly. A sentient creature must feel extremely unfulfilled at its time of death, so much so that its tremendous emotion refuses to succumb to the nothingness of death even after its body has given out. If a Ghost fulfills its great purpose, it might finally be able to complete the transition from a restless life to a peaceful death.&lt;br /&gt;
{| class=&amp;quot;creature&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
=== Ghost ===&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Monster Level: 12''&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |''Medium, [[Undead]] 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;
!5&lt;br /&gt;
!4&lt;br /&gt;
!4&lt;br /&gt;
!2&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
!Ref: 15&lt;br /&gt;
!Fort: 14&lt;br /&gt;
!Ant: 14&lt;br /&gt;
!Log: 12&lt;br /&gt;
!Will: 14&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''' 15&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Resist''' Psychic 5&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Hit Points''' 80 &lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Vulnerable''' Radiant 1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Speed''' Hover 30 ft&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Immune''' Necrotic&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''[[Skills]]''' (DEX) Sneaking +5; (AWR) Perceiving +5; (CHA) Deceiving +5, Intimidating +5&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Senses''' Darkvision 120 ft&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''DR''' 4/Radiant&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; |'''Traits''' Ethereal, Immutable, Iron Will, Unerring Mind&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; |'''Living Host.''' While possessing a target, any [[damage]] dealt to the possessed body deals half damage to the ghost. When the body loses half of the HP it had at the time of being possessed, the [[possession]] immediately ends and the ghost is pushed to an unoccupied space within 5ft of the possessed creature. After a possession ends, the possessed target gains Resist Possession 5 for 24 hours.&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 GHOST 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 Ghost can move up to its speed.&lt;br /&gt;
'''Throttle'''. Melee Natural Weapon. +5 vs AR. Hit: 9 (1d8+5) Necrotic, and the Ghost makes another attack: +5 vs FORT. '''Hit''': Target is Shaken.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&lt;br /&gt;
==== '''''OR''' the GHOST 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 Ghost can move up to its speed.&lt;br /&gt;
'''Ghostly Wail'''. ''30ft Radius Natural Weapon.'' +5 vs WILL. '''Hit''': 4 (1d8) psychic, and target is Frightened.&lt;br /&gt;
&lt;br /&gt;
'''Horrifying Visage.''' ''Ranged (30ft) Natural Weapon''. +5 vs WILL. '''Hit:''' 7 (1d6+5) psychic damage and the target is Frightened for one minute. If the target was already Frightened, it is Broken until the end of its next turn. &lt;br /&gt;
&lt;br /&gt;
'''Possess.''' The Ghost enters the space of the target and makes an attack: +5 vs WILL. '''Hit:''' the ghost takes control of the target’s body. On each of the target’s turns, it must make a CHA attack vs the Ghost’s WILL. If it hits, then the target may act of its own accord. If it misses, then the target must act in a fashion of the Ghost’s choosing.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=11559</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=11559"/>
		<updated>2025-01-29T02:40:26Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Undid previous edit&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 so doing, you run the risk of their retaliation. How do you recognize your own role in the grand scheme of the cosmos? Do you steal power with a sense of resignation that one day you will be caught and punished, or do you boldly believe that eventually you might become as powerful as a demigod yourself? Do you steal from many different gods to hide your tracks, or do you find yourself returning to the same deity over and over? Would you ever enter into some form of mutual agreement with a deity in exchange for a reliable stream of power, or is this too limiting for your aspirations?&lt;br /&gt;
&lt;br /&gt;
What exactly do you hope to achieve from taking godly power into your own hands? If you pursue some kind of abstract moral goal, how will you know when you have 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;
'''Antiessence.''' You channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icons'''. Through thievery or trickery, you gain access to one or more divine icons, siphoning power from the gods.&lt;br /&gt;
&lt;br /&gt;
'''Planar Thievery.''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
'''Soul Graft'''. You 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 Entry Talent ==&lt;br /&gt;
After gaining the Vessel Entry talent, you can take talents from any of the Vessel stacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Icon.''' Choose one Divine Icon from the [[Cleric]] stack. Gain one of that Icon’s abilities. &lt;br /&gt;
* '''Surge of Vitality.''' (2/Rest) If Bloodied, you may spend 2 AP to regain 1d4+CHA HP.&lt;br /&gt;
* '''Initiate.''' Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. CHA is your magic attribute&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;
* '''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:Antiessence Track.png|thumb|794x794px|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;
|(END/Rest) By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. You may activate your Antiessence Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP). Your Aura’s radius is 10 ft.&lt;br /&gt;
Your Antiessence Aura imposes TD on hostile creatures within it&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|Choose one type of elemental or energy damage (this choice is permanent): cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic. &lt;br /&gt;
When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
* '''Aura of Vulnerability.''' Take 1d6 damage of the type you chose. Your Antiessence Aura imposes Vulnerable 1 on the type of damage that you chose from taking this talent. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol'''&lt;br /&gt;
|Vulnerability&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Aura Avoidance.''' END roll against your magic attribute+10. If a creature fails the roll, it takes 1d4 damage of the type you chose in Vulnerability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura lasts for 2 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Aura Avoidance.''' END roll against your magic attribute+10. If a creature fails the roll, it is Shaken until the start of its next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation'''&lt;br /&gt;
|Vulnerability or Terror&lt;br /&gt;
|Hostile creatures in your Aura suffer -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura II'''&lt;br /&gt;
|Antiessence 4&lt;br /&gt;
|When Recouping, you may take 1d10 damage to regain one use of your Aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability II'''&lt;br /&gt;
|Antiessence Aura II, Vulnerability&lt;br /&gt;
|''Repeatable.'' Choose another type of elemental or energy damage (this choice is permanent). &lt;br /&gt;
Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol II'''&lt;br /&gt;
|Vulnerability II or Terror II; Vitriol&lt;br /&gt;
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take ½ damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Prolong&lt;br /&gt;
|Your Aura lasts for 3 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror II'''&lt;br /&gt;
|Antiessence Aura II, Terror&lt;br /&gt;
|Gain the Terrorize ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Terrorize&amp;lt;/u&amp;gt;: (2/Recoup)  You may spend 2 AP to cause a creature that is Shaken from your Aura to become Frightened of you until the end of their next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation II'''&lt;br /&gt;
|Vulnerability II or Terror II; Trepidation &lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Extend&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura III'''&lt;br /&gt;
|Antiessence 8&lt;br /&gt;
|When you become Bloodied, you may reactively activate your Aura for 0 AP. If the creature that Bloodied you is in the radius of the aura, then they take 1d12 damage of a type that you chose with a Vulnerability talent. If you have no Vulnerability talents, then the damage is necrotic.&lt;br /&gt;
|''Vessel, Antiessence, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability III'''&lt;br /&gt;
|Antiessence Aura III, Vulnerability II&lt;br /&gt;
|You may choose not to take damage when you activate Aura of Vulnerability, but if you do take damage, a creature of your choice in your Aura takes the same damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol III'''&lt;br /&gt;
|Vulnerability III or Terror III; Vitriol II&lt;br /&gt;
|Your Aura exudes destructive, reddish mist that imposes the Concealed condition on all creatures in the aura. However, you ignore Concealed when it is caused by this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong  III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Prolong II&lt;br /&gt;
|''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 equal to or less than ½ your END take the damage too.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Vitriol III&lt;br /&gt;
|Your Vitriol damage also deals 1d4 damage of a different type. Choose any elemental or energy type each time you cast the aura&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror III'''&lt;br /&gt;
|Antiessence Aura III, Terror II&lt;br /&gt;
|Terrorize is END/Recoup.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation III'''&lt;br /&gt;
|Vulnerability III or Terror III; Trepidation II&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
| '''Extend III'''&lt;br /&gt;
|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) You may spend 3 AP to make a magic attack vs the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Trepidation III&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Rupture'''&lt;br /&gt;
|Vitriol IV or Trepidation IV; Antiessence 14&lt;br /&gt;
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Rupture.''' (1/Rest) The area currently in the Aura is Hazardous Terrain (1d4 necrotic, 1d4 fire) and hostile creatures in the aura are Sickened. Any area that was in the aura at any point during its duration remains Difficult Terrain even after the aura moves on or fades. Any area that was in the aura at any point is also corrupted: Plant life withers, and vegetation cannot grow normally there for a year.&lt;br /&gt;
** '''Level 30:''' Your Antiessence Aura becomes an at will ability with no recharge.&lt;br /&gt;
|''Vessel, Antiessence, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Planar Thievery Track ==&lt;br /&gt;
[[File:Planar Thievery Track.png|thumb|539x539px|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;
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.&lt;br /&gt;
{| 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 attack roll; the caster who triggered this spell does the same. If they are Divine or Arcane, you add +2. If they are Primal or Psionic, they add +2. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. &lt;br /&gt;
&lt;br /&gt;
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;
|Gain the Energy Theft ability.&lt;br /&gt;
&lt;br /&gt;
* '''Energy Theft.''' After you use Cancel Spell, you deal +1d4 psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft II'''&lt;br /&gt;
|Energy Theft&lt;br /&gt;
|Energy Theft works on all Spell/Chant attacks that deal damage and only target one creature.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell II'''&lt;br /&gt;
|Energy Theft II&lt;br /&gt;
|Cancel Spell recharges ½ INT/Rest. &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 additional AP at the start of your next turn.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell III'''&lt;br /&gt;
|Stamina Theft II&lt;br /&gt;
|Cancel Spell recharges INT/Rest. &lt;br /&gt;
When you use Cancel Spell, you have +4 against Arcane and Divine. You can use the spell that you canceled any number of times, spending normal SP each time, until you Take a Rest or use Cancel Spell again.&lt;br /&gt;
|''Vessel, Planar Thievery, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&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 a magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC = the item’s Essence +1d6. If you hit, it loses all magical properties. Gain SP equal to ½ 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.''' (½ INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your mental defenses increase by +1 until the end of your next turn (this costs 0 AP): &lt;br /&gt;
** Occult Magic&lt;br /&gt;
** Divine Magic&lt;br /&gt;
** Primal Magic&lt;br /&gt;
** Psionic Magic&lt;br /&gt;
** Arcane Magic&lt;br /&gt;
** “Surge of Magic” Ability&lt;br /&gt;
** “Surge of Energy” Ability&lt;br /&gt;
** “Surge of Vitality” Ability&lt;br /&gt;
** Divine Icon &lt;br /&gt;
** Aura&lt;br /&gt;
You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft III'''&lt;br /&gt;
|Planar Thievery 8&lt;br /&gt;
|If you used Cancel Spell on a spell that would deal damage, your Energy Theft ability also deals +1d4 damage of that type.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft III'''&lt;br /&gt;
|Energy Theft III&lt;br /&gt;
|Stamina Theft recharges ½ 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 ½ the Essence.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field II'''&lt;br /&gt;
|Stamina Theft III, Crackling Field&lt;br /&gt;
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field also increases your physical defenses.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell IV'''&lt;br /&gt;
||Planar Thievery 11&lt;br /&gt;
|If you fail the contested roll from this spell, you do not lose SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell V'''&lt;br /&gt;
|Cancel Spell IV&lt;br /&gt;
|(1/Rest) When making a contested roll from this spell, you can force the other creature to roll 2d20 and use the lower. &lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon III'''&lt;br /&gt;
|Cancel Spell V, Essence Siphon II&lt;br /&gt;
|You can use Siphon multiple times: ½ INT/Rest.&lt;br /&gt;
(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;
(1/Rest) Siphon becomes a max of 35 Essence. &lt;br /&gt;
&lt;br /&gt;
(1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it.&lt;br /&gt;
&lt;br /&gt;
When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)&lt;br /&gt;
&lt;br /&gt;
* '''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 recharges ½ INT/Recoup. &lt;br /&gt;
Crackling Field also increases your AR.&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. &lt;br /&gt;
Crackling Field recharges INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
(1/Rest) You may double the bonus that Crackling Field provides you (+2 per ability used). &lt;br /&gt;
&lt;br /&gt;
When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.&lt;br /&gt;
* '''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:Soul Graft Track.png|thumb|544x544px|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 turn, gain +2 additional AP. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic'''&lt;br /&gt;
|Surge of Energy &lt;br /&gt;
|Gain 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, 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. &lt;br /&gt;
(1/Rest) When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality IV'''&lt;br /&gt;
|Surge of Magic II&lt;br /&gt;
|Surge of Vitality becomes 1d8+CHA HP. (2/Rest) It can also remove 1 Death Point. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy III'''&lt;br /&gt;
|Surge of Vitality IV&lt;br /&gt;
|When you roll Initiative, gain 1 extra AP on your first turn.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality'''&lt;br /&gt;
|Surge of Energy III&lt;br /&gt;
|Gain the Occult Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Vitality.''' (2/Rest) 2 AP: spend X SP to gain X HP &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic III'''&lt;br /&gt;
|Occult Vitality&lt;br /&gt;
|Surge of Magic becomes CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion II'''&lt;br /&gt;
|Surge of Magic III&lt;br /&gt;
|Energy Conversion becomes 1d6 SP and can be triggered by elemental damage.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality II'''&lt;br /&gt;
|Energy Conversion II&lt;br /&gt;
|Occult Vitality becomes CHA/Rest. &lt;br /&gt;
(1/Rest) You may add your Occult 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. &lt;br /&gt;
When you are reduced to 0 HP, you may trigger your Immortal Surge.&lt;br /&gt;
&lt;br /&gt;
* '''Immortal Surge.''' Regain all your HP, regain 4d10+CHA SP, and remove all conditions that you wish to remove, gain Damage Resist 4, and gain +4 to all d20 rolls for the next 10 mins. At the end of this time, you immediately return to 0 HP and gain 4 Death Points (killing you if this would put you over the number you need to die). You also gain the Sickened condition for the next 24 hours after you use this ability&lt;br /&gt;
** '''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 [[Cleric#Divine Icon List|Divine Icon]] abilities of your choice, provided that you can access that Icon.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new [[Cleric#Divine Icon List|Divine Icon]] from the Cleric stack. Gain access to that Icon and get one of its abilities that has no other Prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=11558</id>
		<title>Vessel</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Vessel&amp;diff=11558"/>
		<updated>2025-01-29T02:39:15Z</updated>

		<summary type="html">&lt;p&gt;TigerRiovera: Added 'or Terror' to Vitriol's prerequisites.&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 so doing, you run the risk of their retaliation. How do you recognize your own role in the grand scheme of the cosmos? Do you steal power with a sense of resignation that one day you will be caught and punished, or do you boldly believe that eventually you might become as powerful as a demigod yourself? Do you steal from many different gods to hide your tracks, or do you find yourself returning to the same deity over and over? Would you ever enter into some form of mutual agreement with a deity in exchange for a reliable stream of power, or is this too limiting for your aspirations?&lt;br /&gt;
&lt;br /&gt;
What exactly do you hope to achieve from taking godly power into your own hands? If you pursue some kind of abstract moral goal, how will you know when you have 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;
'''Antiessence.''' You channel your corrupted Essence into a scouring aura that damages and weakens your foes.&lt;br /&gt;
&lt;br /&gt;
'''Divine Icons'''. Through thievery or trickery, you gain access to one or more divine icons, siphoning power from the gods.&lt;br /&gt;
&lt;br /&gt;
'''Planar Thievery.''' By stealing energy from spells and planar creatures around you, you can enhance your own powers.&lt;br /&gt;
&lt;br /&gt;
'''Soul Graft'''. You 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 Entry Talent ==&lt;br /&gt;
After gaining the Vessel Entry talent, you can take talents from any of the Vessel stacks.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!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 abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Divine Icon.''' Choose one Divine Icon from the [[Cleric]] stack. Gain one of that Icon’s abilities. &lt;br /&gt;
* '''Surge of Vitality.''' (2/Rest) If Bloodied, you may spend 2 AP to regain 1d4+CHA HP.&lt;br /&gt;
* '''Initiate.''' Gain the Initiate of the Occult talent if you did not already have it. If you already have it, gain +5 SP and +1 Occult Power instead. CHA is your magic attribute&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;
* '''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:Antiessence Track.png|thumb|794x794px|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;
|(END/Rest) By unleashing your strange and corrupt Essence in a torrent around you, you scour the nearby world. You may activate your Antiessence Aura by spending 3 AP on your turn. The Aura lasts for 1 minute or until you choose to end it early (costing 0 AP). Your Aura’s radius is 10 ft.&lt;br /&gt;
Your Antiessence Aura imposes TD on hostile creatures within it&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|Choose one type of elemental or energy damage (this choice is permanent): cold, corrosive, fire, lightning, or toxic; necrotic, psychic, radiant, or sonic. &lt;br /&gt;
When you activate your Aura, you may use your Aura of Vulnerability power.&lt;br /&gt;
* '''Aura of Vulnerability.''' Take 1d6 damage of the type you chose. Your Antiessence Aura imposes Vulnerable 1 on the type of damage that you chose from taking this talent. Creatures that are Immune to a type of damage do not gain Vulnerable from this ability&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol'''&lt;br /&gt;
|Vulnerability or Terror&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Aura Avoidance.''' END roll against your magic attribute+10. If a creature fails the roll, it takes 1d4 damage of the type you chose in Vulnerability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura lasts for 2 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror'''&lt;br /&gt;
|Antiessence Aura&lt;br /&gt;
|When a hostile creature starts its turn in your Antiessence Aura, it must make an Aura Avoidance roll. If it makes the same roll from other abilities, it rolls once against all abilities.&lt;br /&gt;
&lt;br /&gt;
* '''Aura Avoidance.''' END roll against your magic attribute+10. If a creature fails the roll, it is Shaken until the start of its next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation'''&lt;br /&gt;
|Vulnerability or Terror&lt;br /&gt;
|Hostile creatures in your Aura suffer -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend'''&lt;br /&gt;
|Vitriol or Trepidation&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura II'''&lt;br /&gt;
|Antiessence 4&lt;br /&gt;
|When Recouping, you may take 1d10 damage to regain one use of your Aura.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability II'''&lt;br /&gt;
|Antiessence Aura II, Vulnerability&lt;br /&gt;
|''Repeatable.'' Choose another type of elemental or energy damage (this choice is permanent). &lt;br /&gt;
Your Antiessence Aura imposes Vulnerable 1 all types of damage that you chose from taking the Vulnerability or Vulnerability II talents.&lt;br /&gt;
|''Vessel, Antiessence, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol II'''&lt;br /&gt;
|Vulnerability II or Terror II; Vitriol&lt;br /&gt;
|Vitriol damage becomes 1d6, and creatures that succeed the Aura Avoidance check still take ½ damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Prolong&lt;br /&gt;
|Your Aura lasts for 3 minutes.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror II'''&lt;br /&gt;
|Antiessence Aura II, Terror&lt;br /&gt;
|Gain the Terrorize ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Terrorize&amp;lt;/u&amp;gt;: (2/Recoup)  You may spend 2 AP to cause a creature that is Shaken from your Aura to become Frightened of you until the end of their next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation II'''&lt;br /&gt;
|Vulnerability II or Terror II; Trepidation &lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extend II'''&lt;br /&gt;
|Vitriol II or Trepidation II; Extend&lt;br /&gt;
|Your Aura’s radius extends by +5 ft.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Aura III'''&lt;br /&gt;
|Antiessence 8&lt;br /&gt;
|When you become Bloodied, you may reactively activate your Aura for 0 AP. If the creature that Bloodied you is in the radius of the aura, then they take 1d12 damage of a type that you chose with a Vulnerability talent. If you have no Vulnerability talents, then the damage is necrotic.&lt;br /&gt;
|''Vessel, Antiessence, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vulnerability III'''&lt;br /&gt;
|Antiessence Aura III, Vulnerability II&lt;br /&gt;
|You may choose not to take damage when you activate Aura of Vulnerability, but if you do take damage, a creature of your choice in your Aura takes the same damage.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol III'''&lt;br /&gt;
|Vulnerability III or Terror III; Vitriol II&lt;br /&gt;
|Your Aura exudes destructive, reddish mist that imposes the Concealed condition on all creatures in the aura. However, you ignore Concealed when it is caused by this ability.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Prolong  III'''&lt;br /&gt;
|Vitriol III or Trepidation III; Prolong II&lt;br /&gt;
|''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 equal to or less than ½ your END take the damage too.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Vitriol IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Vitriol III&lt;br /&gt;
|Your Vitriol damage also deals 1d4 damage of a different type. Choose any elemental or energy type each time you cast the aura&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Terror III'''&lt;br /&gt;
|Antiessence Aura III, Terror II&lt;br /&gt;
|Terrorize is END/Recoup.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation III'''&lt;br /&gt;
|Vulnerability III or Terror III; Trepidation II&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
| '''Extend III'''&lt;br /&gt;
|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) You may spend 3 AP to make a magic attack vs the WILL of a creature Frightened by your Terrorize. On a hit, they are Broken and Helpless until the end of your next turn.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Trepidation IV'''&lt;br /&gt;
|Vulnerability IV or Terror IV; Trepidation III&lt;br /&gt;
|Hostile creatures in your Aura suffer an additional -1 to all of their defenses.&lt;br /&gt;
|''Vessel, Antiessence''&lt;br /&gt;
|-&lt;br /&gt;
|'''Antiessence Rupture'''&lt;br /&gt;
|Vitriol IV or Trepidation IV; Antiessence 14&lt;br /&gt;
|When you activate your Aura, you may cause it to tear a rupture in reality, using Antiessence Rupture.&lt;br /&gt;
&lt;br /&gt;
* '''Antiessence Rupture.''' (1/Rest) The area currently in the Aura is Hazardous Terrain (1d4 necrotic, 1d4 fire) and hostile creatures in the aura are Sickened. Any area that was in the aura at any point during its duration remains Difficult Terrain even after the aura moves on or fades. Any area that was in the aura at any point is also corrupted: Plant life withers, and vegetation cannot grow normally there for a year.&lt;br /&gt;
** '''Level 30:''' Your Antiessence Aura becomes an at will ability with no recharge.&lt;br /&gt;
|''Vessel, Antiessence, '''Capstone'''''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Planar Thievery Track ==&lt;br /&gt;
[[File:Planar Thievery Track.png|thumb|539x539px|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;
|(2/Rest) You can use the Cancel Spell ability. This ability counts as an Occult spell for the purpose of any abilities that interact with or reference spells.&lt;br /&gt;
{| 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 attack roll; the caster who triggered this spell does the same. If they are Divine or Arcane, you add +2. If they are Primal or Psionic, they add +2. If you roll higher, the triggering caster’s spell fails, they do not spend SP, and you regain 2d6 SP. &lt;br /&gt;
&lt;br /&gt;
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;
|Gain the Energy Theft ability.&lt;br /&gt;
&lt;br /&gt;
* '''Energy Theft.''' After you use Cancel Spell, you deal +1d4 psychic damage on your first spell or chant attack each turn, if that spell or chant already deals damage and only targets one creature. This lasts for 1 minute.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft II'''&lt;br /&gt;
|Energy Theft&lt;br /&gt;
|Energy Theft works on all Spell/Chant attacks that deal damage and only target one creature.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell II'''&lt;br /&gt;
|Energy Theft II&lt;br /&gt;
|Cancel Spell recharges ½ INT/Rest. &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 additional AP at the start of your next turn.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell III'''&lt;br /&gt;
|Stamina Theft II&lt;br /&gt;
|Cancel Spell recharges INT/Rest. &lt;br /&gt;
When you use Cancel Spell, you have +4 against Arcane and Divine. You can use the spell that you canceled any number of times, spending normal SP each time, until you Take a Rest or use Cancel Spell again.&lt;br /&gt;
|''Vessel, Planar Thievery, Soul Sacrifice''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon'''&lt;br /&gt;
|Cancel Spell III&lt;br /&gt;
&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 a magic item that has 10 or fewer Essence and make an INT/Arcana check. The DC = the item’s Essence +1d6. If you hit, it loses all magical properties. Gain SP equal to ½ 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.''' (½ INT/Rest). Once on your turn, for each of the following abilities that you have used this turn, your mental defenses increase by +1 until the end of your next turn (this costs 0 AP): &lt;br /&gt;
** Occult Magic&lt;br /&gt;
** Divine Magic&lt;br /&gt;
** Primal Magic&lt;br /&gt;
** Psionic Magic&lt;br /&gt;
** Arcane Magic&lt;br /&gt;
** “Surge of Magic” Ability&lt;br /&gt;
** “Surge of Energy” Ability&lt;br /&gt;
** “Surge of Vitality” Ability&lt;br /&gt;
** Divine Icon &lt;br /&gt;
** Aura&lt;br /&gt;
You regain all expended uses when you Take a Rest.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Theft III'''&lt;br /&gt;
|Planar Thievery 8&lt;br /&gt;
|If you used Cancel Spell on a spell that would deal damage, your Energy Theft ability also deals +1d4 damage of that type.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stamina Theft III'''&lt;br /&gt;
|Energy Theft III&lt;br /&gt;
|Stamina Theft recharges ½ 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 ½ the Essence.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crackling Field II'''&lt;br /&gt;
|Stamina Theft III, Crackling Field&lt;br /&gt;
|Regain one use of your Crackling Field each time you Recoup. Your Crackling Field also increases your physical defenses.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell IV'''&lt;br /&gt;
||Planar Thievery 11&lt;br /&gt;
|If you fail the contested roll from this spell, you do not lose SP.&lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cancel Spell V'''&lt;br /&gt;
|Cancel Spell IV&lt;br /&gt;
|(1/Rest) When making a contested roll from this spell, you can force the other creature to roll 2d20 and use the lower. &lt;br /&gt;
|''Vessel, Planar Thievery''&lt;br /&gt;
|-&lt;br /&gt;
|'''Essence Siphon III'''&lt;br /&gt;
|Cancel Spell V, Essence Siphon II&lt;br /&gt;
|You can use Siphon multiple times: ½ INT/Rest.&lt;br /&gt;
(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;
(1/Rest) Siphon becomes a max of 35 Essence. &lt;br /&gt;
&lt;br /&gt;
(1/Month) You can make an effect from an item with 15 or fewer Essence permanent on you after siphoning it.&lt;br /&gt;
&lt;br /&gt;
When you die, your soul becomes a set of physical, embodied crystalline shards that have magical properties of the MC’s choosing. (This will reflect the abilities you gathered over your lifetime.)&lt;br /&gt;
&lt;br /&gt;
* '''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 recharges ½ INT/Recoup. &lt;br /&gt;
Crackling Field also increases your AR.&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. &lt;br /&gt;
Crackling Field recharges INT/Recoup.&lt;br /&gt;
&lt;br /&gt;
(1/Rest) You may double the bonus that Crackling Field provides you (+2 per ability used). &lt;br /&gt;
&lt;br /&gt;
When you die, your crackling field explodes. All allies within 40 ft of you regain 4d10 HP, all enemies within 20 ft take 4d10 psychic damage.&lt;br /&gt;
* '''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:Soul Graft Track.png|thumb|544x544px|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 turn, gain +2 additional AP. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic'''&lt;br /&gt;
|Surge of Energy &lt;br /&gt;
|Gain 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, 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. &lt;br /&gt;
(1/Rest) When you start your turn with any Death Points, you can do this without expending a use of Surge of Magic. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Vitality IV'''&lt;br /&gt;
|Surge of Magic II&lt;br /&gt;
|Surge of Vitality becomes 1d8+CHA HP. (2/Rest) It can also remove 1 Death Point. &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Energy III'''&lt;br /&gt;
|Surge of Vitality IV&lt;br /&gt;
|When you roll Initiative, gain 1 extra AP on your first turn.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality'''&lt;br /&gt;
|Surge of Energy III&lt;br /&gt;
|Gain the Occult Vitality ability.&lt;br /&gt;
&lt;br /&gt;
* '''Occult Vitality.''' (2/Rest) 2 AP: spend X SP to gain X HP &lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Surge of Magic III'''&lt;br /&gt;
|Occult Vitality&lt;br /&gt;
|Surge of Magic becomes CHA/Rest.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Energy Conversion II'''&lt;br /&gt;
|Surge of Magic III&lt;br /&gt;
|Energy Conversion becomes 1d6 SP and can be triggered by elemental damage.&lt;br /&gt;
|''Vessel, Soul Graft''&lt;br /&gt;
|-&lt;br /&gt;
|'''Occult Vitality II'''&lt;br /&gt;
|Energy Conversion II&lt;br /&gt;
|Occult Vitality becomes CHA/Rest. &lt;br /&gt;
(1/Rest) You may add your Occult 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. &lt;br /&gt;
When you are reduced to 0 HP, you may trigger your Immortal Surge.&lt;br /&gt;
&lt;br /&gt;
* '''Immortal Surge.''' Regain all your HP, regain 4d10+CHA SP, and remove all conditions that you wish to remove, gain Damage Resist 4, and gain +4 to all d20 rolls for the next 10 mins. At the end of this time, you immediately return to 0 HP and gain 4 Death Points (killing you if this would put you over the number you need to die). You also gain the Sickened condition for the next 24 hours after you use this ability&lt;br /&gt;
** '''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 [[Cleric#Divine Icon List|Divine Icon]] abilities of your choice, provided that you can access that Icon.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Siphon Divinity'''&lt;br /&gt;
|Vessel Entry&lt;br /&gt;
|''Repeatable.'' Choose one new [[Cleric#Divine Icon List|Divine Icon]] from the Cleric stack. Gain access to that Icon and get one of its abilities that has no other Prerequisites.&lt;br /&gt;
|''Vessel, Divine Icon, Repeatable''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TigerRiovera</name></author>
	</entry>
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