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		<id>https://srd.mythcraftrpg.com/index.php?title=Zealot&amp;diff=1233</id>
		<title>Zealot</title>
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		<updated>2023-11-24T05:30:20Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Formatted Zealot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You have always been a serious person. As a child, you took playing with a somber gravity and it greatly upset you when another child broke the rules. In your adolescence, you were often dismayed by the lackadaisical nature of your contemporaries. At some point along the way, you found a cause to which you dedicated your very soul. This transformation has led you to seek out a sacred order or deity to whom you have pledged your allegiance. You now strive to undertake acts of selflessness and zeal for the betterment of the world in accordance with the tenets of your faith.&lt;br /&gt;
You are undoubtedly dedicated to your beliefs with keen resolve. How do you approach those who do not share your convictions? Do you seek to persuade folk to adopt your tenets as their own, or do you try to learn the beliefs of other creatures and the reasons behind those beliefs? Maybe you engage in a mix of both approaches.&lt;br /&gt;
&lt;br /&gt;
==='''Zealot Stacks'''===&lt;br /&gt;
&lt;br /&gt;
'''Aura''' Gain powerful auras that bolster yourself and your allies against the encroaching darkness.&lt;br /&gt;
&lt;br /&gt;
'''Cavalier''' Bond with a mystic steed, on whom you can ride into battle.&lt;br /&gt;
&lt;br /&gt;
'''Consecrated Blade''' You can enchant a weapon, turning it into a powerful artifact capable of smiting evil wherever it&lt;br /&gt;
might lurk.&lt;br /&gt;
&lt;br /&gt;
'''Crusader''' As a sword for the just, and a shield for the innocent, you lead a crusade against the forces of evil.&lt;br /&gt;
&lt;br /&gt;
'''Holy Cause''' Your very presence is enough to help other creatures remain true to their convictions, even against&lt;br /&gt;
strong temptations.&lt;br /&gt;
&lt;br /&gt;
'''Reputation''' Your reputation precedes you, for good or ill, and you are never treated as simply an innocuous traveler.&lt;br /&gt;
&lt;br /&gt;
==='''Zealot Tallents'''===&lt;br /&gt;
After gaining the Zealot Entry talent, you can take talents from any of the zealot stacks.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealot Entry'''&lt;br /&gt;
|Character Level 2&lt;br /&gt;
|When you take this entry you gain the Fallowing abilities&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Just Defender&amp;lt;/u&amp;gt; Gain one Talent from the [[Combat]] Specialization Stack. This talent must be from the Defenses Stack.&lt;br /&gt;
&lt;br /&gt;
* You gain the Holy Cause ability.&lt;br /&gt;
** &amp;lt;u&amp;gt;Holy Cause&amp;lt;/u&amp;gt; (AWR/Rest) You may spend 1 Reactive AP to cancel one condition when an ally within 10 ft of you suffers from that condition. You are only able to cancel the Charmed condition with this ability. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Aura&amp;lt;/u&amp;gt; (AWR/Rest) Gain one Aura Talent of your choice. You may activate an Aura by spending 3 AP on your turn. The Aura lasts for 10 minutes or until you choose to end it early (costing 0 AP) or cast another Aura. Your Aura’s radius is 10ft. &lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;[[Divine]]&amp;lt;/u&amp;gt; You gain +1 Divine Power from this talent and from every talent you take in the Zealot stack. You do not gain additional SP unless noted in an individual talent.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Aura Enhancements''' ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain one additional Aura of your choice. When you activate your Aura, choose which Aura you use out of the ones that you know.&lt;br /&gt;
|''Zealot, Aura Enhancement, Repeatable''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|By spending two uses of your Aura, you may activate two different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura II'''&lt;br /&gt;
|Combined Aura&lt;br /&gt;
|By spending three uses of your Aura, you may activate three different Auras simultaneously, spending the normal number o0f AP that it costs you to cast one Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Combined Aura III'''&lt;br /&gt;
|Combined Aura II&lt;br /&gt;
|By spending four uses of your Aura, you may activate four different Auras simultaneously, spending the normal number of AP that it costs you to cast one Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura II'''&lt;br /&gt;
|Extended Aura&lt;br /&gt;
|Your aura’s radius extends by +5 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura III'''&lt;br /&gt;
|Extended Aura II&lt;br /&gt;
|Your aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura IV'''&lt;br /&gt;
|Extended Aura III&lt;br /&gt;
|Your aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura V'''&lt;br /&gt;
|Extended Aura IV&lt;br /&gt;
|Your aura’s radius extends by +10 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Extended Aura VI'''&lt;br /&gt;
|Extended Aura V&lt;br /&gt;
|Your aura’s radius extends by +20 ft.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You regain expended uses of your Aura after Recouping.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura II'''&lt;br /&gt;
|Frequent Aura, Zealot 7&lt;br /&gt;
|You regain expended uses of your Aura after Catching Breath.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Frequent Aura III'''&lt;br /&gt;
|Frequent Aura II, Divine 24&lt;br /&gt;
|You have unlimited uses of your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|-&lt;br /&gt;
|'''Quickened Aura II''' &lt;br /&gt;
|Quickened Aura&lt;br /&gt;
|Your Aura costs 1 fewer AP to cast (min 1).&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Reactive Aura'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You may use reactive AP to activate your Aura, spending the normal number of AP that it costs you to cast your Aura.&lt;br /&gt;
|''Zealot, Aura Enhancement''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Auras'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius deal +2 [[damage]] whenever they hit a creature with&lt;br /&gt;
an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression II'''&lt;br /&gt;
|Aura of Aggression, Divine 7&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius deal +5 damage whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Aggression III'''&lt;br /&gt;
|Aura of Aggression II, Divine 12&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius deal additional damage equal to your AWR (min 5) whenever they hit a creature with an attack.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of protection''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius gain +1 to their Mental Defenses (ANT, LOG, and WILL).&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection applies to creatures’ Physical defenses as well (REF and FORT).&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bodily Protection II'''&lt;br /&gt;
|Bodily Protection, Divine 7&lt;br /&gt;
|Your Aura of Protection applies to creatures’ AR as well.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark''' &lt;br /&gt;
|Aura of Protection&lt;br /&gt;
|Your Aura of Protection enhances creatures’ defenses by +1.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark II'''&lt;br /&gt;
|Bulwark&lt;br /&gt;
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bulwark III'''&lt;br /&gt;
|Bulwark II&lt;br /&gt;
|Your Aura of Protection enhances creatures’ defenses by 1 more than it did previously.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius gain DR 2/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction II'''&lt;br /&gt;
|Aura of Reduction, Zealot 7&lt;br /&gt;
|Aura of Reduction grants targets DR 3/Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Reduction III'''&lt;br /&gt;
|Aura of Reduction II, Zealot 12&lt;br /&gt;
|Aura of Reduction grants targets DR 5 / Magic.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You and all creatures of your choice within your aura’s radius gain Shield HP equal to your AWR at the start of their&lt;br /&gt;
turn.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|-&lt;br /&gt;
|'''Aura of Vitality II'''&lt;br /&gt;
|Aura of Vitality, Zealot 12&lt;br /&gt;
|You and all creatures of your choice within your aura do not gain Death Points at the end of your turns if you end your turn with 0 HP.&lt;br /&gt;
|''Zealot, Aura''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Cavalier Track''' ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|You gain a companion mount that is unusually intelligent and can communicate basic thoughts, feelings, and ideas to you telepathically. It has the stats of a Draft Horse (although your MC may allow you other options for your mount) and your mount has -1 INT instead of -3. You can choose your mount’s appearance and your mount has the Divine tag. Each time you complete a rest, you must spend 15 minutes tending to your mount. If you do not, then it ignores you for the day (perhaps it is dispelled or on another plane, or maybe it’s just off foraging for food on its own). Your mount always finds its own sustenance, either magically or through mundane means (at your discretion).&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier''' &lt;br /&gt;
|Holy Mount&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. You can mount and dismount your holy mount with 5 ft of movement instead of spending an AP to mount or dismount.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount II'''&lt;br /&gt;
|Cavalier&lt;br /&gt;
|Your holy mount’s stats improve. Add your Divine Power to its max HP, and all of its defenses increase by 1.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier II'''&lt;br /&gt;
|Holy Mount II&lt;br /&gt;
|You gain +1 MCAP while riding your holy mount. Gain one Cavalier ability from the Cavalier Abilities list.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount III'''&lt;br /&gt;
|Cavalier II&lt;br /&gt;
|Your mount can use the stats of a riding horse or camel (your MC might choose to allow additional options). You can spend 1 MCAP on your turn to allow your mount to make one of their basic attacks.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier III'''&lt;br /&gt;
|Holy Mount III&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. Gain a second Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount IV'''&lt;br /&gt;
|Cavalier III&lt;br /&gt;
|Your mount can use the stats of a warhorse or giant elk (your MC might choose to allow additional options). Your mount’s defense bonus increases to +2. You can spend 2 MCAP on your turn to allow your mount to make one of their special attacks, if they have one.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier IV'''&lt;br /&gt;
|Holy Mount IV&lt;br /&gt;
|Gain +2 Skill Points in Animal Handling and +2 in one skill of your choice with the Survival tag. Gain a third Cavalier ability.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Mount V'''&lt;br /&gt;
|Cavalier IV&lt;br /&gt;
|Your mount can use the stats of a pegasus or ponycorn (your MC might choose to allow additional options). Your mount’s defense bonus increases to +3.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier V'''&lt;br /&gt;
|Holy Mount V&lt;br /&gt;
|You gain another +1 MCAP while riding your holy mount. One of your three Cavalier choices becomes Enhanced.&lt;br /&gt;
|''Zealot, Cavalier''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Cavalier Abilities List'''&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ability&lt;br /&gt;
!Description&lt;br /&gt;
!Enhanced&lt;br /&gt;
|-&lt;br /&gt;
|'''Invigorate Spend'''&lt;br /&gt;
|(1/Recoup) 1 MCAP to roll 1d6 + CHA; you and your mount each gain that much HP. &lt;br /&gt;
|(3/Recoup) Spend 1 MCAP to roll 1d10 + CHA; you and your mount each gain that much HP.&lt;br /&gt;
|-&lt;br /&gt;
|'''Lead the Charge'''&lt;br /&gt;
|(1/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to 1⁄2 their speed for free.&lt;br /&gt;
|(3/Recoup) When you move, you may spend 1 MCAP to allow (CHA) number of allies to move up to their speed for free. &lt;br /&gt;
|-&lt;br /&gt;
|'''Cavalier’s Charge'''&lt;br /&gt;
|(1/Recoup) When you use MCAP to move, you can spend 1 more MCAP to make a weapon attack against a creature that you moved within melee reach of during movement.&lt;br /&gt;
|(3/Recoup) When you use MCAP to move, you can also make a weapon attack against a creature that you moved within melee reach of during movement.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stampede Spend'''&lt;br /&gt;
|(1/Recoup) 2 MCAP to move and make a Trample attack against up to 3 creatures that you moved next to. This doesn't provoke reactive attacks. &lt;br /&gt;
|(3/Recoup) Spend 2 MCAP to move and make a Trample attack against any creatures that you moved next to. This doesn't provoke reactive attacks.&lt;br /&gt;
|-&lt;br /&gt;
|'''Together We Fall'''&lt;br /&gt;
|(1/Recoup) When you or your mount takes damage, you can reduce the damage by 1⁄2 CHA then split the remainder evenly between the two of you. &lt;br /&gt;
|(3/Recoup) When you or your mount takes damage, you can reduce the damage by CHA then split the remainder evenly between the two of you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Consecrated Blade Track'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Weapon''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Learn the Holy Weapon ritual, ignoring its Divine 7 Prerequisite. If you already knew it, learn one ritual of your choice if you meet its prerequisites.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Unwavering''' &lt;br /&gt;
|Holy Weapon&lt;br /&gt;
|Gain +4 Skill Points that you may spend on [[skills]] with the Athleticism or Endurance tags. While wielding your holy weapon, you cannot be disarmed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon''' &lt;br /&gt;
|Unwavering&lt;br /&gt;
|Your holy weapon also deals +1d6 damage against the creature tag that you chose when you cast the ritual. When you cast the ritual choose whether the damage is physical, fire, radiant, or necrotic.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade''' &lt;br /&gt;
|Ardent Weapon&lt;br /&gt;
|Any creature that can see you may use your Holy Weapon and gain its full benefits.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealots Resolve'''&lt;br /&gt;
|Blessed Blade&lt;br /&gt;
|Your +1 bonus from the Holy Weapon also applies to Mental defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
Incompatible: Versatile Weapon&lt;br /&gt;
|(1/Week) When you use Holy Weapon, you can bless two [[weapons]], choosing the same or different creatures for each weapon. &lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Blessed Blade II'''&lt;br /&gt;
|Holy Arsenal&lt;br /&gt;
Any creature can use your Holy Weapon, even without seeing you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon''' &lt;br /&gt;
|Zealot’s Resolve&lt;br /&gt;
Incompatible: Holy Arsenal&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with either tag.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ardent Weapon II'''&lt;br /&gt;
|Versatile Weapon&lt;br /&gt;
|Your holy weapon also has a +1 crit range against any creature tag that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon''' &lt;br /&gt;
|Consecrated Blade 7&lt;br /&gt;
|One weapon that you bless as a Holy Weapon is your Consecrated Weapon. It has a +2 bonus instead of +1.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealots Resolve II'''&lt;br /&gt;
|Consecrated Weapon&lt;br /&gt;
|Holy Weapon bonus also applies to Physical defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Recall'''&lt;br /&gt;
|Zealot’s Resolve II&lt;br /&gt;
|When within 200 ft of your weapon, you can call your weapon back to your hand for 1 AP. If another creature is&lt;br /&gt;
holding it, make an END attack against that creature’s FORT. If you succeed, your weapon returns to you.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Lance'''&lt;br /&gt;
|Recall&lt;br /&gt;
|Your Consecrated Weapon gains the Thrown 40 ft property if it didn’t have the thrown property.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ethereal Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
Incompatible: Bloody Recall&lt;br /&gt;
|When you use Recall, by spending 1 additional AP you no longer have to draw an unobstructed line as your weapon becomes ethereal and flies through walls. You no longer need to make an attack to recall it if another creature is holding it; you automatically succeed.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloody Recall'''&lt;br /&gt;
|Recall&lt;br /&gt;
Incompatible: Ethereal Recall&lt;br /&gt;
|When you use Recall, you may spend 3 additional AP to attack all creatures in a line between you and your weapon as it returns to your hand.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Arsenal II'''&lt;br /&gt;
|Recall, Blessed Blade II&lt;br /&gt;
|(1/Week) When you use Holy Weapon, you can bless three weapons. &lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Versatile Weapon II'''&lt;br /&gt;
|Recall, Ardent Weapon II&lt;br /&gt;
|Choose an extra creature tag when you cast Holy Weapon. Your Holy Weapon gains its benefits against creatures with any tag that you chose.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Reward'''&lt;br /&gt;
|Consecrated Blade 11&lt;br /&gt;
Incompatible: Punishment&lt;br /&gt;
|A Holy Weapon made by your ritual has 1 charge. A creature can cast Healing Touch using this charge.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Punishment''' &lt;br /&gt;
|Consecrated Blade 11&lt;br /&gt;
Incompatible: Reward&lt;br /&gt;
|A Holy Weapon made by your ritual has 1 charge. A creature can cast Shining Bolt using this charge.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Consecrated Weapon II'''&lt;br /&gt;
|Consecrated Blade 12&lt;br /&gt;
|Your Consecrated Weapon has a +3 bonus instead of +2.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Zealots Resolve III'''&lt;br /&gt;
|Consecrated Weapon II&lt;br /&gt;
|Holy Weapon damage bonus applies to damage, attacks, Mental, Physical, and AR defenses.&lt;br /&gt;
|''Zealot, Consecrated Blade''&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon of Legend''' &lt;br /&gt;
|Prerequisites: Zealot’s Resolve III&lt;br /&gt;
|Your weapon has untold fame and your reputation benefits accordingly. Enemies might boastfully challenge you or act super deferential out of fear. Kings and generals will herald you with great feasts in your honor. Knights and soldiers will seek to learn from you.&lt;br /&gt;
Your consecrated weapon bonus is +4. Reward/Punish with Consecrated weapons can be done 3/day.&lt;br /&gt;
Level 30: All of your benefits from Weapon of Legend become permanent. You lose the Consecrate weapon ability permanently, but your consecrated weapon bonus increases to +4 and the Reward/Punish bonus is 5/day. This weapon costs no Essence for you, but its benefits remain after you die, and it takes 40 Essence for for another creature to bond with this item.&lt;br /&gt;
|''Zealot, Consecrated Blade, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Crusader Track'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Aspirant''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Gain the first rank of the [[Knight]] profession. If you already have it, you do not gain additional Skill Points, but you can use your rank 1 feature one additional time per day.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Divine Infusion ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Divine Infusion&amp;lt;/u&amp;gt; (2/Rest) Spend 1 AP when you touch an allied creature or when you hit with a weapon attack. Choose an ally and heal 1d10 HP, or hit an enemy with the weapon and deal +1d10 radiant. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice II'''&lt;br /&gt;
|Sword for Justice&lt;br /&gt;
|Choose a planar or magical creature tag: [[arcane]], avadri, celestial, divine, eldritch, fae, fiend, [[occult]], [[primal]], or [[psionic]]. When you use Divine Infusion, if the target is that type of creature or [[Undead]], deal +1d10 damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice III'''&lt;br /&gt;
|Sword for Justice II&lt;br /&gt;
|Gain the Cleanse ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleanse&amp;lt;/u&amp;gt; (2/Rest) Spend 3 AP to make a magical AWR attack against a creature’s WILL. If you hit, the creature takes 1d6 Psychic and you can remove a condition from that creature: Focused, Protected, or Rallied. If you miss, you do not expend a use of this ability. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IV'''&lt;br /&gt;
|Sword for Justice III&lt;br /&gt;
|When you use Divine Infusion, roll +1d10 if used for healing an ally.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent''' &lt;br /&gt;
|Crusader Aspirant&lt;br /&gt;
|Gain the Purge Unholy ability.&lt;br /&gt;
&amp;lt;u&amp;gt;Purge Unholy&amp;lt;/u&amp;gt; (2/Rest) Spend 4 AP to speak a holy word censuring the unholy. Make a magical AWR attack against the WILL of each hostile Undead within 30 ft of you. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent II'''&lt;br /&gt;
|Shield the Innocent&lt;br /&gt;
|Choose one planar or magical creature tag: arcane, avadri, celestial, divine, eldritch, fae, fiend, occult, primal, or psionic. When you use Purge Unholy, it targets both Undead and that choice.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent III'''&lt;br /&gt;
|Shield the Innocent II&lt;br /&gt;
|Gain the Intercede ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Intercede&amp;lt;/u&amp;gt; (2/Rest) When an ally within 30 ft takes damage, you take all the damage instead. The ally still suffers other effects. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IV'''&lt;br /&gt;
|Shield the Innocent III&lt;br /&gt;
|Creatures that you hit with Purge the Unholy also take 1d8 radiant damage on a hit.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Postulant''' &lt;br /&gt;
|Crusader 5&lt;br /&gt;
|Gain the second rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Page in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice V'''&lt;br /&gt;
|Sword for Justice IV, Crusader Postulant&lt;br /&gt;
|Cleanse now deals 2d6 damage and removes all three [[conditions]].&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VI'''&lt;br /&gt;
|Sword for Justice V&lt;br /&gt;
|Cleanse costs 1 fewer AP (min 1) and is 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VII'''&lt;br /&gt;
|Sword for Justice VI&lt;br /&gt;
|Gain the Holy Sword Ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Sword&amp;lt;/u&amp;gt; You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged until the start of your next turn. You deal +1d6 radiant damage if you make a reactive attack against a creature Engaged in this way.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice VIII'''&lt;br /&gt;
|Sword for Justice VII&lt;br /&gt;
|Gain the Cleansing Fire ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Cleansing Fire&amp;lt;/u&amp;gt; (2/Rest) When you use Cleanse, you may also use Cleansing Fire. This removes any passive spells or magical effects that are improving the creature’s stats, such as Minor Augmentation. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent V'''&lt;br /&gt;
|Shield the Innocent IV, Crusader Postulant&lt;br /&gt;
|When you use Intercede, you may also suffer any conditions/effect instead of your ally. Intercede becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VI'''&lt;br /&gt;
|Shield the Innocent V&lt;br /&gt;
|Gain Second Wind.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Second Wind.&amp;lt;/u&amp;gt; (1⁄2 AWR/Rest) If you are Bloodied, spend 1 AP to regain HP equal to 1d6+AWR. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VII'''&lt;br /&gt;
|Shield the Innocent VI&lt;br /&gt;
|Choose another creature type from Shield the Innocent II. Purge Unholy works on all three creature types. Purge Unholy also costs 1 fewer AP (min 1).&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent VIII'''&lt;br /&gt;
|Shield the Innocent VII&lt;br /&gt;
|Gain the Holy Shield ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Holy Shield&amp;lt;/u&amp;gt; (AWR/Rest) You may spend 3 AP to pick an enemy within 5 ft of you, who becomes Engaged for 1 minute. &lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Ordinant''' &lt;br /&gt;
|Crusader Postulant, Crusader 10&lt;br /&gt;
|Gain the third rank of the Knight profession. If you already have it, you do not gain additional Skill Points, but you gain one additional Squire in your employ.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice IX'''&lt;br /&gt;
|Sword for Justice VIII, Crusader Ordinant&lt;br /&gt;
|Choose two more creature types that Divine Infusion does more damage on.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice X'''&lt;br /&gt;
|Sword for Justice IX&lt;br /&gt;
|Cleanse does 3d6 damage and is AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XI'''&lt;br /&gt;
|Sword for Justice X&lt;br /&gt;
|Regain one use of Divine Infusion when you Recoup. You can use Divine Infusion 1⁄2 AWR/Rest. When you roll the highest number on a Divine Infusion die that would heal HP or deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Sword of Justice XII'''&lt;br /&gt;
|Sword for Justice XI&lt;br /&gt;
|Cleanse does 1⁄2 damage on a miss, and you can use Cleansing Fire any time you Cleanse.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent IX'''&lt;br /&gt;
|Shield the Innocent VIII, Crusader Ordinant&lt;br /&gt;
|Purge Unholy does +1d8 radiant damage. Pick 1 more creature tag for Purge Unholy to work against.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent X'''&lt;br /&gt;
|Shield the Innocent IX&lt;br /&gt;
|Reduce damage you take from Intercede by 1d6+AWR. Intercede becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XI'''&lt;br /&gt;
|Shield the Innocent X&lt;br /&gt;
|Regain one use of Purge Unholy when you Recoup. Purge Unholy becomes 1⁄2 AWR/Rest. When you roll the highest number on a Purge Unholy die that would deal damage, set that die aside and roll another die of the same size. Repeat this process until you have no new maximum rolls, then add all of those numbers together for your total healing or damage.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shield the Innocent XII'''&lt;br /&gt;
|Shield the Innocent XI&lt;br /&gt;
|Second Wind becomes 1d8. Second Wind is AWR/Rest.&lt;br /&gt;
|''Zealot, Crusader''&lt;br /&gt;
|-&lt;br /&gt;
|'''Crusader Templar''' &lt;br /&gt;
|Crusader Ordinant, Crusader 14&lt;br /&gt;
|You are known far and wide as a defender of the weak and a devoted [[soldier]] to your ideals. Whenever you are within 30 miles of a settlement and you have at least 3 [[Goodwill]] in that settlement, you can intimidate potential foes when you roll [[initiative]]. Any creature that has a level equal to or lower level than your level, or Monster Level equal to or lower than half your level, must roll a CHA check upon entering combat with you if they can see you, or if they’ve heard tale/seen evidence of your presence (But you must actually be there), and if they do not beat 10+Your CHA, they are Shaken until the end of their next rest whenever you are within 30 ft of them. If they beat the DC or you become bloodied, they are immune to this ability until the end of their next rest.&lt;br /&gt;
Level 30: Creatures who fail their CHA check will make a reasonable effort to avoid combat with you, potentially by retreating or negotiating. If they are being actively led by a creature that is equal to or greater ML than your Character Level, half of them will flee.&lt;br /&gt;
|''Zealot, Crusader, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Holy Cause Track'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause II'''&lt;br /&gt;
|Zealot Entry&lt;br /&gt;
|Holy Cause also works on Shaken (choose one condition each time).&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspirational''' &lt;br /&gt;
|Holy Cause II&lt;br /&gt;
|You gain the Inspirational ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Inspirational&amp;lt;/u&amp;gt; (CHA/Rest) While you have an Aura active, you may choose for affected creatures in the aura to gain tactical advantage for 5 minutes while in the Aura. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands''' &lt;br /&gt;
|Inspirational&lt;br /&gt;
|You gain the Lay on Hands ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Lay on Hands&amp;lt;/u&amp;gt; (2/Rest) You may touch yourself or a creature and spend 2 AP to restore 3 HP to that creature. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Inspire Fear''' &lt;br /&gt;
|Lay on Hands&lt;br /&gt;
|You gain the Inspire Fear ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Inspire Fear&amp;lt;/u&amp;gt; (CHA/Rest) While you have an Aura active, you may spend 2 AP to impose Tactical Disadvantage on all hostile creatures in the aura for 5 minutes while in the aura. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands II'''&lt;br /&gt;
|Inspire Fear&lt;br /&gt;
|Lay on Hands becomes 3/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Holy Cause III'''&lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
Incompatible: Piety&lt;br /&gt;
|Holy Cause also works on Enthralled. Choose which condition to affect each time.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety''' &lt;br /&gt;
|Lay on Hands II&lt;br /&gt;
Incompatible: Holy Cause III&lt;br /&gt;
|You may touch a creature suffering from a common poison and instantaneously cure it. (1/Week)&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader''' &lt;br /&gt;
|Holy Cause 6&lt;br /&gt;
|You gain the Fervent Leader ability.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Fervent Leader&amp;lt;/u&amp;gt; (CHA/Rest) When an allied creature within range of your active aura is hit by an attack that targets their ANT, LOG, or WILL, you may choose for it to hit you instead. &lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy''' &lt;br /&gt;
|Fervent Leader, Holy Cause&lt;br /&gt;
|Holy Cause recharges 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety II'''&lt;br /&gt;
|Fervent Leader, Piety&lt;br /&gt;
|Piety can also cure common Diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands III'''&lt;br /&gt;
|Holy Cause 8&lt;br /&gt;
|Lay on Hands becomes 1⁄2 AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy II'''&lt;br /&gt;
|Lay on Hands III, Ever Holy&lt;br /&gt;
|Holy Cause recharges AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety III'''&lt;br /&gt;
|Lay on Hands III, Piety II&lt;br /&gt;
|Piety becomes 2/Week.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Stalwart Leader''' &lt;br /&gt;
|Holy Cause 10&lt;br /&gt;
|Gain +6 Skill points that you can assign to any skill with the Athleticism, Stamina, Influence, and/or Observation tags.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Ever Holy III'''&lt;br /&gt;
|Stalwart Leader, Ever Holy II&lt;br /&gt;
|Regain 1 use of Holy Cause when Recouping.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Piety IV'''&lt;br /&gt;
|Stalwart Leader, Piety III&lt;br /&gt;
|Piety can cure uncommon poisons and diseases.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Fervent Leader II'''&lt;br /&gt;
|Holy Cause 12&lt;br /&gt;
|When you use your Fervent Leader ability, you can ignore the Frightened and Shaken conditions if you would gain&lt;br /&gt;
them as a result of being hit.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Lay on Hands IV'''&lt;br /&gt;
|Fervent Leader II&lt;br /&gt;
|Lay on Hands becomes AWR/Rest.&lt;br /&gt;
|''Zealot, Holy Cause''&lt;br /&gt;
|-&lt;br /&gt;
|'''Shining Beacon''' &lt;br /&gt;
|Lay on Hands IV&lt;br /&gt;
|You are renowned far and wide as an inspirational figure. Kings and generals vie for your attention and would pay great prices to get you to lead their armies, but all know that you only raise a blade or lead a battle when you believe that the cause is just. Once per week when you roll initiative, you may choose to activate your Shining Beacon ability. Shining Beacon. For the duration of the battle, you and all allies that can see or hear you gain TA. All hostile creatures that can see or hear you gain TD. At the start of each minute, you and a number of creatures up to your CHA gain Shield HP equal to your AWR. You and all alliesthat can see or hear you cannot be Frightened, Shaken, or Broken.&lt;br /&gt;
Level 30: The final cap for your AWR increases from 12 to 14.&lt;br /&gt;
|''Zealot, Holy Cause, Capstone''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''Reputation Track'''===&lt;br /&gt;
==='''Good Reputation'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
Incompatible: Bad Reputation&lt;br /&gt;
|When in a settled area where you have 0 or more Goodwill, gain Good Reputation. Good Reputation. You get a 10% discount on room/ board.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation II'''&lt;br /&gt;
|Good Reputation&lt;br /&gt;
|Good Reputation also grants you a 10% discount on goods/ services.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation III'''&lt;br /&gt;
|Good Reputation II&lt;br /&gt;
|Gain Upstanding Citizen.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Upstanding Citizen&amp;lt;/u&amp;gt; (1/Month) Gain +1 Goodwill in a settled area. &lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IV'''&lt;br /&gt;
|Good Reputation III&lt;br /&gt;
|Your Room/Board discount increases to 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation V'''&lt;br /&gt;
|Good Reputation IV&lt;br /&gt;
|Your Goods/Services discount increases to 15%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VI'''&lt;br /&gt;
|good Reputation V&lt;br /&gt;
|Gain Citizen’s Favor.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Citizen’s Favor&amp;lt;/u&amp;gt; (1/month) Call in a minor favor from a [[merchant]], city [[guard]], [[clergy]], politician, or [[noble]]. &lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VII'''&lt;br /&gt;
|Good Reputation VI&lt;br /&gt;
|Your Room/Board discount increases to 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation VIII'''&lt;br /&gt;
|Good Reputation VII&lt;br /&gt;
|Your Goods/Services discount increases to 20%.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation IX'''&lt;br /&gt;
|Good Reputation VIII&lt;br /&gt;
|Upstanding Citizen becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Good Reputation X'''&lt;br /&gt;
|Good Reputation IX&lt;br /&gt;
|Citizen’s Favor becomes 1/Week.&lt;br /&gt;
|''Zealot, Good Reputation''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==='''BAD REPUTATION'''===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Discreption&lt;br /&gt;
!Tags&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation''' &lt;br /&gt;
|Zealot Entry&lt;br /&gt;
Incompatible: Good Reputation&lt;br /&gt;
|While in a settlement where you have 0 or fewer Goodwill, gain Bad Reputation. Bad Reputation. You gain +2 to Menacing and Intimidating.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation II'''&lt;br /&gt;
|Bad Reputation&lt;br /&gt;
|Bad Reputation also grants you +2 to Initiative as people are intimidated by your threatening presence.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation III'''&lt;br /&gt;
|Bad Reputation II&lt;br /&gt;
|Bad Reputation also grants you a 10% discount on room/ board as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IV'''&lt;br /&gt;
|Prerequisites: Bad Reputation III&lt;br /&gt;
|Bad Reputation also grants you a 10% discount on goods and services as people are afraid of giving you normal rates.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation V'''&lt;br /&gt;
|Bad Reputation IV&lt;br /&gt;
|Gain Bribe.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;u&amp;gt;Bribe&amp;lt;/u&amp;gt; (1/Month) Call in a minor favor from a merchant, city guard, clergy, politician, or noble. &lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VI'''&lt;br /&gt;
|Bad Reputation V&lt;br /&gt;
|Your Room/Board discount increases to 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VII'''&lt;br /&gt;
|Bad Reputation VI&lt;br /&gt;
|Your Goods/Services discount increases to 15%.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation VIII'''&lt;br /&gt;
|Bad Reputation VII&lt;br /&gt;
|Your Intimidating and Menacing bonus gains another +3.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation IX'''&lt;br /&gt;
|Bad Reputation VIII&lt;br /&gt;
|Your Initiative bonus gains another +3.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|-&lt;br /&gt;
|'''Bad Reputation X'''&lt;br /&gt;
|Bad Reputation IX&lt;br /&gt;
|Bribe becomes 1/Week.&lt;br /&gt;
|''Zealot, Bad Reputation''&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Physician&amp;diff=271</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Physician&amp;diff=271"/>
		<updated>2023-11-15T06:06:08Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the Physician page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Academic, Religious'' &lt;br /&gt;
&lt;br /&gt;
You are dedicated to healing the sick and alleviating the suffering of those around you. You have honed your skills through years of study and practice, mastering the use of medicine and scientific methods to diagnose and treat a wide range of ailments. Your compassion and your unwavering commitment to your patients have earned you a reputation as one of the best in the land, and you are often called upon to tend to the sick and injured.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''&lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: belt pouch and satchel, gambeson armor, 1 tool or kit, clothes (simple), bandages (10), medicine (basic), rations (3), lamp, flask of oil, medicinal tome, ink, quill, waterskin.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the physician profession (including rank 1), gain +3 Medicine*, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;: Alchemy, Brewing, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;: Empathy, Leadership &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;: Arcana, History, Law &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;: Appraising, Intuiting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;: Lockpicking, Sleight of Hand &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;: Animal Handling, Nature&lt;br /&gt;
&lt;br /&gt;
'''Treatment'''&lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 physician, and every time you gain a rank in the physician profession, your skill as a medical practitioner and your status in the medical community improves.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
Given two days of operation at a well-resourced medical facility, you can attempt to treat one patient. Make an INT/ Medicine check; if you roll a 15 or higher, then you cure one creature of a common disease.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
You may now attempt to cure uncommon diseases. Your patient load increases to two creatures; only one may have an uncommon disease. Given two days of operation at a well-resourced medical facility, make separate INT checks for each patient and add your Medicine skill; if you roll a 15 or higher, then you cure the disease.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Your patient load increases to four; only one of these patients may have an uncommon disease. Helping patients in this way now allows you to earn up to +1 goodwill per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
You may now also attempt to cure rare diseases. Your patient load remains at four; only one may have an uncommon or rare disease. Given two days of operation at a well-resourced medical facility, make separate INT checks for each patient and add your Medicine skill; if you roll a 15 or higher, then you cure the disease. At this point, you are widely renowned internationally as one of the preeminent physicians in the world. Monarchs and people of significant influence seek you out for treatments, and you can secure an audience with almost any notable individual within 8 hours of requesting it.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5'''&lt;br /&gt;
&lt;br /&gt;
Your patient load increases to five creatures. Only one creature may have a rare disease, and all other creatures may have common or uncommon diseases. Helping patients in this way now allows you to earn up to +3 goodwill per week.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Nomad&amp;diff=270</id>
		<title>Nomad</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Nomad&amp;diff=270"/>
		<updated>2023-11-15T06:01:01Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the Nomad page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupation: Wanderer'' &lt;br /&gt;
&lt;br /&gt;
Traveling from place to place with your tribe, you follow seasonal patterns and seek fertile grounds for your livestock. You are self-sufficient and have a deep connection to the land and the creatures that roam it, honed from a life of constant movement and adaptation to changing environments. Highly skilled in tracking, survival, and animal husbandry, you are highly valued by other groups, and your knowledge of the wildlands is unmatched.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''&lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: satchel and saddlebags, brigandine armor, 1 tool or kit, clothes (simple), hooded cloak, bedroll, mess kit, rations (7), tinderbox, torches (5), waterskin, 50 ft rope.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the nomad profession (including rank 1), gain +3 Sheltering, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;. Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Alchemy, Brewing, Carpentry, Cartography, Cobbling, Cooking, Leatherworking, Masonry, Painting, Pottery, Smithing, Weaving, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Empathy, Gossipping, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Art, Astrology, Astronomy, Geography, History, Medicine*, Religion [choose one], Vehicles* [Land] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;. Instrument* [choose one]; Entertaining &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;. Distance Running, Forced March, Swimming &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;. Animal Handling, Dungeoneering, Foraging, Nature, Navigating*, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Gather no Mass'''&lt;br /&gt;
&lt;br /&gt;
You are an experienced traveler and survivalist and can always locate food or water while traveling in your home region. You know all the roads and pathways in your home region.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
You have one passive beast of burden that is your trusted steed. It is highly intelligent and well trained for its type and will follow simple commands. If separated, it will seek you out from up to a mile away and can be called to your side. It is mundane, not magical, so it cannot be instantaneously summoned.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2''' &lt;br /&gt;
&lt;br /&gt;
Your beast of burden can be used to pull a customized cart or wagon large enough to hold you and up to three other individuals. It shelters you from the elements. This wagon can always be repaired using locally sourced materials and is not slowed by rugged terrain.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Your wagon is now large enough to carry you and up to five individuals and their personal belongings. You have two beasts to pull it, instead of only one. You may take 1 rank in the trader, entertainer, physician, or charlatan professions and gain the following benefit. Your selection gives you additional benefits at ranks 4 and 5.&lt;br /&gt;
&lt;br /&gt;
'''Rank3: Trader'''&lt;br /&gt;
&lt;br /&gt;
Your wagon is a popup shop that may carry and trade general goods and you are exempt from any tariffs or licenses required to trade in your home region. Your Trader business dealings earn an additional 2d10+10 sc.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Entertainer'''&lt;br /&gt;
&lt;br /&gt;
Your wagon is a popup stage or artist gallery from which you can perform or display your wares. Gain +3 to any Performance-tag skill check made from your wagon.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Physician''' &lt;br /&gt;
&lt;br /&gt;
Your wagon is considered a well-sourced medical facility in which you can treat diseases or distribute herbal medicines.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Charlatan'''&lt;br /&gt;
&lt;br /&gt;
Your wagon acts as a base of operations for your scams and gives you +3 on any Deceiving check made in relation to those scams.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
You have found a community of like minded nomads who will travel with you in your home region. This community will treat you and your allies as trusted friends and will support you with food and lodgings whenever possible. This community brings four distinct wagons of the type chosen in rank 3 of this profession.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Trader'''&lt;br /&gt;
&lt;br /&gt;
Once per visit to a friendly town or settlement, you may initiate a grand trading day that earns you double your Trader business dealings income. Additionally, you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any occupation.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Entertainer'''&lt;br /&gt;
&lt;br /&gt;
Once per visit to a friendly town or settlement, you may organize an art show or performance for the local citizenship. This earns you 2d20+10 sc, +3 goodwill, and you may make contact with one notable NPC with the equivalent of 3 or fewer ranks in any occupation.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Physician'''&lt;br /&gt;
&lt;br /&gt;
Once per visit to a friendly town or settlement, you may establish a makeshift hospital to treat the local populace. Your practice will halt the spread of any plague or disease and earns you an instant +5 goodwill with the settlement. You are granted free food and lodgings for one month.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Charlatan''' &lt;br /&gt;
&lt;br /&gt;
Once per visit to a friendly town or settlement, you may attempt a grand scam that earns you double your scam income. Additionally, given one week of time you may recruit one apprentice who will not travel with you but who will perform the rank 1 Charlatan scam in your absence. This still comes with the risk of discovery, and sc earned from this scam will be saved until you are present to collect.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5'''&lt;br /&gt;
&lt;br /&gt;
You gain no primary nomad benefits at this rank, but gain additional benefits based on your secondary Profession chosen at rank 3.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Trader'''&lt;br /&gt;
&lt;br /&gt;
You may now hire an apprentice Trader who will travel with you but who will not put themselves willingly into danger. While stationed in a friendly settlement, this apprentice will run your Trader business dealings without your presence and your dealings now earn an additional 6d10 sc.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Entertainer'''&lt;br /&gt;
&lt;br /&gt;
You may now recruit up to three Entertainers who will travel with you but who will not put themselves willingly into danger. These entertainers boost your income from your rank 4 ability by 2d10 sc per entertainer and can continue to perform or sell their wares when you are not directly present. This passive income earns you 1d10 sc per entertainer per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Physician''' &lt;br /&gt;
&lt;br /&gt;
You may now hire an assistant who will travel with you but who will not put themselves willingly into danger. When your assistant is present, gain +3 on any Medicine check to treat an injury or disease. Additionally, your assistant can produce and sell herbal remedies without needing your presence and can earn 2d10+10 gold pieces per week when stationed in a friendly settlement.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Charlatan''' &lt;br /&gt;
&lt;br /&gt;
You may now recruit a maximum of four apprentices at any time who will each perform the rank 1 Charlatan scam without your presence. This still comes with the risk of discovery for the apprentice and any sc earned from these scams will be saved until you are present to collect it.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Knight&amp;diff=268</id>
		<title>Knight</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Knight&amp;diff=268"/>
		<updated>2023-11-15T05:47:16Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the Knight page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Aristocratic, Militant'' &lt;br /&gt;
&lt;br /&gt;
You are a defender of the innocent and a champion of justice. Armed with your shining armor and deadly weapons, you roam the lands, righting wrongs and vanquishing evil wherever you find it. With each victory, you earn the loyalty and respect of the people, who look upon you as a shining symbol of hope and valor in a dark and uncertain world.&lt;br /&gt;
&lt;br /&gt;
'''Staring Equipment''' &lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: rucksack, one large blade, chainmail armor, signet ring, bedroll, mess kit, clothes (simple), embroidered hooded cloak, rations (5), torches (5), tinderbox, 50 ft rope, waterskin.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the knight profession (including rank 1), gain +3 Investigating, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;. Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Leatherworking, Smithing, Weaving, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Empathy, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Geography, History, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;. Instrument* [choose one]; Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;. Forced March, Distance Running &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;. Animal Handling&lt;br /&gt;
&lt;br /&gt;
'''Coat of Arms'''&lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 knight, and every time you gain a rank in the knight profession, your reputation expands and it becomes easier for you to find quests.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
Once per week in any friendly settlement, you may make a Persuading or Perceiving roll (DC12) to seek out citizens in need of your services. These quests can range from arbitrating family disputes to hunting dangerous creatures to offering protective services to minor nobles or merchants, and successfully completing them will generate +1 goodwill with that settlement.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
Your name and reputation has attracted a number of young hopefuls and you may choose to bring one Page into your employ (stats in the Creature Compendium). This page will travel with you as your attendant, follow reasonable and lawful commands, and take their initiative immediately after yours in combat. They will hold you in positive regard until you give them a reason not to. Completed quests now come with an additional monetary reward of 2d10 sc.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
You now have enough standing to promote your Page to a Squire. This squire will travel with you as your servant and has a simple set of weapons and armor with which they are proficient. They will follow reasonable and lawful commands, and take their initiative immediately after yours in combat. You have attracted the attention of a local lord or knightly order that seeks to enlist you to their service. They will provide you with modest accommodations of food and lodging on their property as well as a monthly stipend of 1d10+10 sc. Your lord or order may occasionally approach you with tasks and expects you to serve their interests.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
You have achieved the standing of a Knight-Regent and may take up to five Knights (Monster Level 3) into your own employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you. Every week these knights operate in a given region they will generate +1 goodwill and bring in enough monetary revenue to maintain their own equipment, room, and board. Additionally, you may take rank 1 of the Honorable Profession, including all starting equipment and skills.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5'''&lt;br /&gt;
&lt;br /&gt;
You are now considered a knight-commander and may take up to 11 knights into your employ. These knights view you as a trusted leader and friend and will follow your reasonable and lawful commands but they will not regularly travel with you. You may issue a quest that will call all knights to your service. They will travel with and protect you, taking their initiative directly after yours in combat, in direct pursuit of the quest’s completion. Quest examples are: to destroy a powerful monster, overthrow an evil tyrant, or to protect a community from an impending attack, but may include any task in service to your home kingdom or knight order tenants. Once you issue such a quest, you cannot do so again for six months.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Inquisitor&amp;diff=267</id>
		<title>Inquisitor</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Inquisitor&amp;diff=267"/>
		<updated>2023-11-15T05:41:12Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the page for Inquisitor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Religious, Militant'' &lt;br /&gt;
&lt;br /&gt;
Even the gods have enemies and they entrust their most devoted and zealous followers to protecting their interests in the mortal realm. Twisted fiends, undead abominations, and heretical cults are just a few of the enemies you root out and destroy, wherever they might hide. Your faith guides you in the endless battle against evil where you struggle to make the world just a little bit safer.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''&lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: traveler’s pack, scale mail, clothes (fine), clothes (simple), signet ring, writ of religious authority, bedroll, mess kit, rations (3), waterskin, manacles.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the inquisitor profession (including rank 1), gain +3 Investigating, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;. Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Alchemy, Smithing, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Deceiving, Intimidating, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Arcana, Chemistry, History, Medicine*, Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;. Fortuity &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Eavesdropping, Intuiting, Investigating, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;. Distance Running, Forced March &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;. Disguising*, Evading, Lockpicking* &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;. Dungeoneering, Sneaking, Tracking&lt;br /&gt;
&lt;br /&gt;
'''Witchfinder'''&lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 inquisitor, and every time you gain a rank in the inquisitor profession, your ability to hunt down dark magic users improves.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
Spending a week in any settlement allows you to locate one hidden cult, dark ritual, or forbidden magic user if they are present at that time. If located, they can be reported to the authorities of your religion who may request your assistance in eradicating them.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
When in a friendly medium to large settlement in which your religion has a presence, you may work as a grave�watcher in the local cemetery. This work involves protecting the consecrated grounds from tampering or theft and in dispatching minor undead creatures that tend to frequent those areas. Performing this work earns you 2d10+20 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
You may now perform your rank 1 Witchfinder feature in just three days’ time. Furthermore, you may take into your service one of the retinue members from the list below. This person will travel with and protect you, taking their combat initiative immediately after yours. Each option can be chosen only once.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
Your grave-watcher service now earns you 4d10+40 sc per week. You may take an additional retinue member from the Inquisitor Retinue list. Each option can be chosen only once.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5'''&lt;br /&gt;
&lt;br /&gt;
You are considered a Witchfinder General and may call upon the services of your religion in the pursuit of eradicating evil. Once per month after locating a heretical cult, dark ritual, or forbidden magic user using your rank 1 feature, you may form an inquisition that produces 2d20+10 faithful militants of NPC rank 2 or lower who will assist you in the task in destroying this evil. They will follow your reasonable and lawful commands for one day. However, they will not travel farther than 30 miles from their home settlement. You may take a third retinue member into your service from the list below.&lt;br /&gt;
&lt;br /&gt;
'''Inquisitor Retinue Options'''&lt;br /&gt;
&lt;br /&gt;
When you take an NPC into your Retinue, choose from the following options.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!NPC&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Courtier''' &lt;br /&gt;
|''Monster Level 2.'' This minor noble can attempt to gain you an audience with any NPC with 4 or fewer professional ranks with the aristocrat, mercantile, or military occupations.&lt;br /&gt;
|-&lt;br /&gt;
|'''Demonologist''' &lt;br /&gt;
|''Monster Level 2.'' This researcher is not equipped for combat but is highly skilled in uncovering information about demons and cults.&lt;br /&gt;
|-&lt;br /&gt;
|'''Physician''' &lt;br /&gt;
|''Monster Level 2.'' This medical specialist is not equipped for combat but grants you significant medical assistance.&lt;br /&gt;
|-&lt;br /&gt;
|'''Rogue''' &lt;br /&gt;
|''Monster Level 3.'' This criminal has agreed to serve you in exchange for a commuted prison sentence.&lt;br /&gt;
|-&lt;br /&gt;
|'''Veteran Soldier''' &lt;br /&gt;
|''Monster Level 3.'' This experienced soldier is battle-ready and eager to fight on your behalf.&lt;br /&gt;
|-&lt;br /&gt;
|'''War Priest''' &lt;br /&gt;
|''Monster Level 3.'' This war priest shares your religion and is able to cast minor spells from the Divine Source.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Honorable&amp;diff=265</id>
		<title>Honorable</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Honorable&amp;diff=265"/>
		<updated>2023-11-15T05:25:40Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created page for Honorable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupation: Aristocratic'' &lt;br /&gt;
&lt;br /&gt;
You are a member of the upper echelons of society, held in high esteem by those around you. Having been born into privilege, with access to the best education, training, and resources, and are expected to use your influence and power for the betterment of the realm. A leader among leaders, with the respect and admiration of your peers, you are looked upon as a symbol of the ideals and values of your noble heritage.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''&lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: satchel, brigandine armor, 1 tool or kit, two sets of clothes (noble), 10 books of any topic fiction or nonfiction, clothes (ceremonial), blank journal, quill pen, wineskin, signet ring, writ of status.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the honorable profession (including rank 1), gain +3 Intuiting, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Calligraphy, Cartography, Jeweling, Painting, Weaving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Deceiving, Empathy, Gossipping, Intimidating, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Art, Economics, Geography, History, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;. Dancing, Entertaining, Instrument* [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Appraising, Eavesdropping, Perceiving&lt;br /&gt;
&lt;br /&gt;
'''Noble Title'''&lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 honorable, and every time you gain a rank in the honorable profession, your influence and staff expand significantly as your noble title is elevated.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
You own a tract of land containing an upper-class residence. Depending upon the standards of the nation in which you own land, this might range from a cityside abode to a countryside estate. You may employ up to five attendants that maintain your grounds. Your noble affairs are assumed to cover the expenses of your grounds and staff, though you must personally finance any additional or specialized staff or modifications to your estate. Furthermore, you enjoy respect among aristocrats. You can secure an audience with most city officials within three days of requesting one. Lastly, you have a personal attendant that will carry your supplies for you and handle basic scheduling arrangements on your behalf.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
Your estate doubles in size, and you now employ 10 servants. You may choose two mods from the list below to construct on your grounds. You can secure an audience with most city officials within two days of requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Your estate doubles again (quadrupling from its original size). You now employ 20 servants and 10 specialized servants that are monster level 2 or lower, such as Guards or Scouts. These specialized employees will not travel with you, but will follow your spoken commands while on your estate grounds. Additionally, you may construct two more mods from the Aristocratic Property Modifications list. You can secure an audience with most city officials within one day of requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
Your estate doubles again (eight times its original size). You now employ 40 servants and 20 specialized servants that are monster level 2 or lower, such as Guards or Scouts. These specialized employees will not travel with you, but will follow your spoken commands while on your estate grounds. Additionally, you may construct three more mods from the Aristocratic Property Modifications list. You can secure an audience with most city officials within one hour of requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5''' &lt;br /&gt;
&lt;br /&gt;
Your estate doubles again (sixteen times its original size). You now employ 80 servants and 40 specialized servants that are monster level 2 or lower, such as Guards or Scouts. These specialized employees will not travel with you, but will follow your spoken commands while on your estate grounds. You also have five elite attendees, which can be monster level 3 or lower. These elite attendees will travel with you on any of your adventures if asked. Additionally, you may construct three more mods from the list below. You can secure an audience with most city officials immediately upon requesting one. Nobles of lesser rank will go out of their way to accommodate your requests.&lt;br /&gt;
&lt;br /&gt;
'''Aristocratic Property Modifications'''&lt;br /&gt;
&lt;br /&gt;
When you gain a mod for your property, you choose out of the options below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Property Modification&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Guest House'''&lt;br /&gt;
|You construct an additional residential building capable of housing ten people.&lt;br /&gt;
|-&lt;br /&gt;
|'''Barracks''' &lt;br /&gt;
|You construct a stark, practical building capable of holding up to twenty soldiers. This building does not include a kitchen or lounge as a residence would.&lt;br /&gt;
|-&lt;br /&gt;
|'''Granery''' &lt;br /&gt;
|You build a silo or storage barn that grants you the capacity to stockpile enough food to provide for your entire estate through a standard winter season. This does not automatically guarantee that you can find enough food to fill the granary, however.&lt;br /&gt;
|-&lt;br /&gt;
|'''Residential Upgrade: Manor'''&lt;br /&gt;
|You upgrade your residency to a manor, making it look aesthetically pleasing and luxurious on the outside as well as increasing the number of rooms and amenities within.&lt;br /&gt;
|-&lt;br /&gt;
|'''Residential Upgrade: Keep''' &lt;br /&gt;
|You upgrade your manor to a keep, expanding the number of rooms and fortifying the exterior walls.&lt;br /&gt;
|-&lt;br /&gt;
|'''Marketplace'''&lt;br /&gt;
|You clear out a plot of land for merchants to congregate and ply their wares. Provided that merchants live nearby, this earns favorability with them and generates 20d20 sc per week for you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Garden'''&lt;br /&gt;
|You construct an elaborate garden for relaxation, meditation, and entertaining guests.&lt;br /&gt;
|-&lt;br /&gt;
|'''Stables''' &lt;br /&gt;
|You build stables that can house up to 20 horses and equipment for riding (including armored barding). You must still buy any horses and equipment separately.&lt;br /&gt;
|-&lt;br /&gt;
|'''Walls'''&lt;br /&gt;
|You construct walls around 20 acres of your property, securing your land against the threat of invasion.&lt;br /&gt;
|-&lt;br /&gt;
|'''Watchtowers''' &lt;br /&gt;
|You install watchtowers around 20 acres of your property, allowing additional vigilance against potential threats.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Guard&amp;diff=264</id>
		<title>Guard</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Guard&amp;diff=264"/>
		<updated>2023-11-15T05:10:16Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created page for Guard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Mercantile, Militant'' &lt;br /&gt;
&lt;br /&gt;
You are the first line of defense against danger and threats to the people and places you are sworn to protect. You might be stationed at a castle gate, patrolling the streets of a city, or guarding a convoy on a dangerous road. You are always alert and ready, armed with your weapons and your training, to keep those in your charge safe from harm. With your unwavering vigilance and your keen eye, you are a reassuring presence, providing peace of mind and security to all who depend on you for protection.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''&lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: rucksack, a spear or a halberd, chainmail armor, clothes (simple), torch (10), deck of cards, manacles, insignia of rank (banner, patch, pin, etc), hooded lantern, flask of oil.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the guard profession (including rank 1), gain +3 Perceiving, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;. Applied Force, Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Intimidating &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Economics, Geography, History, Law, Medicine*, Military, Politics of [choose region] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Eavesdropping, Intuiting, Investigating &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Stamina&amp;lt;/u&amp;gt;. Distance Running, Forced March, Menacing, Swimming &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;. Animal Handling, Dungeoneering, Sheltering&lt;br /&gt;
&lt;br /&gt;
'''Private Security''' &lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 guard, and every time you gain a rank in the guard profession, you advance your official position as private security personnel.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
You are a low-ranking member of a private security group. You are tasked with guarding a private location. While you are at that location, you have food and lodging for free. For each day that you guard the location, gain 1 sc; at the end of each consecutive week, gain an additional 3 sc bonus (leading to 10 sc per week). Guarding a private location comes with additional benefits: up to five of your travel companions gain free food and lodging at the locale as you do, but do not receive payment for guarding the location unless they also have this occupation.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
You have been recognized as a skilled and dedicated guard. Whenever you are in an urban area, you can find work as a guard at a private location. Your pay increases to 3 sc per day, with a weekly bonus of 9 additional sc (for a total of 30 sc per week) using this feature. Additionally, as you are trusted to act with discretion, you easily pick up rumors regarding your urban environment. After guarding a location for two days, you learn the nature of one of the following aspects of the urban area: layfolk, mercantile, military, political, religious, or underworld.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Trusted as one of the best of the best, you are charged with protecting individual personnel of great importance. You earn 10 sc per day, with a 30 sc bonus each consecutive week (for a total of 100 sc or 1 q per week) and you gain +1 community goodwill. You can earn no more than +1 goodwill per month using this feature. You are also given authority to speak on behalf of the individual whom you protect. You may secure a meeting with any political, military, or economic official who has three or fewer occupational ranks; they will make time to meet with you within 8 hours of your request.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
Gain the rank 1 benefits of one of the following professions of your choice: honorable, inquisitor, knight, soldier, or thug. You may secure a meeting with any political, military, or economic official who has four or fewer occupational ranks; they will make time to meet with you within 8 hours of your request.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5'''&lt;br /&gt;
&lt;br /&gt;
Gain the rank 1 benefits of an additional profession from your rank 4 options, or gain the rank 2 benefits of the profession that you chose at rank 4. You may secure a meeting with any political, military, or economic official who has four or fewer occupational ranks; they will make time to meet with you within 2 hours of your request.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Entertainer&amp;diff=261</id>
		<title>Entertainer</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Entertainer&amp;diff=261"/>
		<updated>2023-11-15T05:03:14Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the page for Entertainer.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Aristocratic, Mercantile'' &lt;br /&gt;
&lt;br /&gt;
You are a master of creating beauty and inspiring emotion through your art. You bring your imagination to life through paintings, sculptures, music, or any other medium that suits your fancy, captivating your audience with your unique vision and style. Whether you are creating grand masterpieces for kings and queens, or intimate works that speak to the hearts of the common folk, you are driven by a passion for art and a desire to leave a lasting legacy of beauty and inspiration in the world.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment'''&lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: backpack, gambeson armor, 1 tool or kit, clothes (fine), instruments (2), makeup (2), costumes/disguises (2), props such as juggling balls or a book of songs.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the entertainer profession (including rank 1), gain +3 Entertaining, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Alchemy, Brewing, Calligraphy, Carpentry, Cartography, Cobbling, Cooking, Glassblowing, Jeweling, Leatherworking, Masonry, Painting, Pottery, Smithing, Weaving, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Gossiping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Art, Geography, History, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Appraising, Intuiting, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;. Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;. Disguising*, Forging*&lt;br /&gt;
&lt;br /&gt;
'''Developing Talent'''&lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 entertainer you learn how to leverage your natural talents and can now use artistic skills to generate income. When you first take the entertainer profession, choose whether you are an artist or a performer. Gain the benefits of that specific professional track at ranks 1, 2, 3, 4, and 5 of this profession.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1: Artist''' &lt;br /&gt;
&lt;br /&gt;
You are proficient in one artistic medium of your choice, choosing from a Crafting* skill. Gain +3 in this skill. Every week you may create one art piece to sell that earns you 1d10+20 sc.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1: Performer''' &lt;br /&gt;
&lt;br /&gt;
You are proficient in one form of physical expression of your choice, choosing from Dancing, Entertaining, Instrument* [choose one], Contorting, or Tumbling. Gain +3 in this skill. You may perform once per week in a local inn, tavern, or public space to earn 1d10+5 sc, in addition to free room and board.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2: Artist''' &lt;br /&gt;
&lt;br /&gt;
You may choose a second artistic medium and gain an additional +3 when using that skill, and whenever you sell art you now earn 2d10+30 sc. Additionally, given one hour in a friendly city you can locate an artist’s commune that will house you for free for up to one week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2: Performer''' &lt;br /&gt;
&lt;br /&gt;
You may choose a second skill of physical expression and now gain +3 to any check using that skill. Your performances now earn you 2d10+10 sc per week, in addition to free room and board.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Artist''' &lt;br /&gt;
&lt;br /&gt;
Your abilities as an artist blossom and you now gain an additional +3 to checks made with either skill chosen at rank 1 and 2 of this profession. Selling an art piece now generates 4d10+60 sc.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Performer''' &lt;br /&gt;
&lt;br /&gt;
Your performance has caught the attention of a sponsor who offers to support and represent you. Your performances now earn you 4d10+20 sc per week. Your budding reputation also allows your sponsor to petition for invitations to any event hosted by an NPC with the aristocratic or mercantile background with a 50% chance of success.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Artist''' &lt;br /&gt;
&lt;br /&gt;
One of the mediums chosen at rank 1 or 2 of this profession becomes your specialty and you now gain an additional +3 to any check using that skill. Selling an art piece now generates 10d10+50 sc.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Performer''' &lt;br /&gt;
&lt;br /&gt;
Your reputation spreads and the citizenry has become enthralled by your performances. Every week spent performing now earns you 8d10+40 sc and increases your goodwill by +1. Your chance of petitioning an invitation successfully increases to 75%, and there is a small chance that invitations to such events are sent directly to you (this will be determined by your MC). You now gain +3 to any check using the skills chosen at ranks 1 and 2 of this profession.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Artist''' &lt;br /&gt;
&lt;br /&gt;
You are considered an artistic master of the medium chosen at rank 4 of this profession. You maximize your bonus to this skill (it becomes a +20). Selling an art piece now generates 20d10+100 sc. Once in your lifetime, you may pour your heart and soul into a single work of art that is of legendary quality and can be sold for 2d10+200 dc (diamond coins). This piece takes 4 weeks of work to complete.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Performer''' &lt;br /&gt;
&lt;br /&gt;
You are considered a celebrity in friendly settlements of your home region. Your reputation allows you to attend any event organized by NPCs with an aristocratic or mercantile occupation. Every day you spend in a friendly settlement increases the likelihood you receive a direct invitation to such an event. Furthermore, as one of the most famous performers in the world, you can secure an audience with individuals of great influence. Any NPC with the equivalent of 4 or fewer ranks in any occupation will make time to meet with you within 2 hours of your request. Your performances now earn you 10d10+50 sc per week. Additionally, once per month you may design and perform a special performance that leaves audiences in awe. You immediately gain +5 goodwill in the settlement in which you perform and all NPCs that are monster rank 5 or lower who are in attendance are Charmed by you for one week.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Clergy&amp;diff=260</id>
		<title>Clergy</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Clergy&amp;diff=260"/>
		<updated>2023-11-15T04:51:18Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the page for Clergy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Academic, Religious'' &lt;br /&gt;
&lt;br /&gt;
You are a member of the clergy in a religious order of your choosing. While you do not yet preach directly to congregants, you handle many other spiritual aspects of your religion along with the mundane tasks of day to day life. You might spend time transcribing or preserving the sacred texts of your faith, or handling the business of keeping a temple funded and maintained. As immersed in this environment as you are, you are deeply interested in gathering a deeper understanding of your faith practices.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment''' &lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: backpack, scroll case, 1 tool or kit, gambeson armor, quarterstaff, clothes (simple), clothes (fine), candles (10), religious icon, small collection of scrolls, incense, rations (2), waterskin.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Gain +3 Religion [choose one]. You do not gain this +3 to Religion each time you gain an additional rank in clergy; rather, gain +3 to a skill based on the professional track that you choose at rank 2. Each time you gain a rank in the clergy profession, gain +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Alchemy, Brewing, Calligraphy, Cooking, Leatherworking, Painting, Weaving, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Deceiving, Empathy, Gossipping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Arcana, Art, Economics, Geography, History, Law, Medicine*, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Eavesdropping, Intuiting&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;. Nature&lt;br /&gt;
&lt;br /&gt;
'''Called to Serve'''&lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 clergy, and every time you gain a rank in the clergy profession, you deepen your understanding of your religion, your faith, and your philosophy.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
You may choose one religious deity to pledge yourself to and enter into their service. Any religious center whose faith you share will provide food and shelter to you for free. Additionally, while staying in a friendly settlement you may spend a week serving the poor and destitute. Doing this earns you +1 goodwill and greatly increases your reputation in low-income communities.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
You are now an acolyte in your chosen faith and upon reaching rank 2 in the clergy profession, you may choose one specialization: preacher, priest, or theologian. At ranks 3, 4, and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2: Preacher'''&lt;br /&gt;
&lt;br /&gt;
Gain +3 Entertaining. Given 8 hours of orating, you can influence public opinion on a political or religious topic. 1d20 commoner NPCs will be swayed by your words as if under the effects of the Charm Person spell for one week, and will follow your reasonable and lawful commands.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2: Priest''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Empathy. Once per week you may perform a service to bless the local community. The effects of this blessing are determined by the tenets of your faith. It might include effects such as calming an agitated populace, encouraging a despairing group, lessening the symptoms of an infectious disease, or enabling a population to subsist on fewer rations than they would normally need. Your MC might allow additional options based on the population in question.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2: Theologian''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Religion [choose one]. Most religious centers will provide food and shelter to you for free, even if you do not share their faith (extremists and secretive cults will not extend this courtesy to you).&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Preacher'''&lt;br /&gt;
&lt;br /&gt;
Gain +3 Entertaining. Given a day of orating, you can influence public opinion on a pertinent political or religious topic. 4d20 commoner NPCs will be swayed by your words as if under the effects of the Charm Person spell for one week, and will follow your reasonable and lawful commands.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Priest''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Empathy. Your blessing can now inspire the local community. The benefits of your blessing now last for 1 month.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Theologian''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Religion [choose one]. Gain rank 1 of the archivist or barrister profession (your choice), including all of the equipment and skills it provides.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Preacher'''&lt;br /&gt;
&lt;br /&gt;
Gain +3 Entertaining. Given a day of orating, you can influence public opinion on a pertinent political or religious topic. 10d20 commoner NPCs will be swayed by your words as if under the effects of the Charm Person spell for one week, and will follow any command, even if it is not lawful.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Priest''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Empathy. As a recognized leader of your faith you have special honors with NPCs that have the aristocratic occupation and who share your religion. You may request a meeting with any such NPC in your area and they will honor your request within 24 hours. Additionally, you may command the priests of any community in which your faith is present to perform your faith’s blessing at any time, which will be maintained until you command it to stop.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Theologian''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Religion [choose one]. Gain the rank 2 of the profession you chose at rank 3 of this profession, including all of the skills it provides.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Preacher'''&lt;br /&gt;
&lt;br /&gt;
Gain +3 Entertaining. Given a day of orating, you can influence public opinion on a pertinent political or religious topic. 20d20 commoner NPCs will be swayed by your words as if under the effects of the Charm Person spell for one week, and will follow any command, even if it is not lawful.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Priest''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Empathy. As an honored leader of your faith, you have special honors with NPCs with the aristocratic occupation who practice any religion. You may request a meeting with any such NPC in your area and they will honor your request within 24 hours. Additionally, when entering a community in which your religion is not present, you may spend one month proselytizing, after which a sizable amount of the population is swayed to your beliefs. This establishes a temple or gathering in which your blessing can be performed.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Theologian''' &lt;br /&gt;
&lt;br /&gt;
Gain +3 Religion [choose one]. Gain rank 3 of the profession you chose at rank 3 of this profession, including all of the skills it provides.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Charlatan&amp;diff=258</id>
		<title>Charlatan</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Charlatan&amp;diff=258"/>
		<updated>2023-11-15T04:37:19Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the page for Charlatan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Mercantile, Underworld'' &lt;br /&gt;
&lt;br /&gt;
You use your silver tongue and quick wit to deceive and manipulate others. You move from town to town, using your skills of deception to sell false remedies, perform illusions, or simply con unsuspecting marks out of their hard-earned coin. Whether you’re a traveling swindler or a confidence trickster, you always have a new scam up your sleeve, and you revel in the thrill of fooling others and getting away with it.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment''' &lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: pocketed cloak, gear to run your con of choice (choose one: 1) marked cards, 2) weighted dice, 3) defunct goods, 4) fake antiques, 5) false gems/gold), small hand cart or prop-up stand, 3 belt pouches, brigandine armor, 1 tool or kit, clothes (fine).&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the charlatan profession (including rank 1), gain +3 Deceiving, and +1 in three skills of your choice:&lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;. Contorting &lt;br /&gt;
&lt;br /&gt;
• I&amp;lt;u&amp;gt;nfluence&amp;lt;/u&amp;gt;. Empathy, Gossipping, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Art, Economics, History, Law, Medicine*, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Appraising, Intuiting, Investigating, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;: Instrument* [choose one], Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;. Disguising*, Forging*, Lockpicking*, Sleight of Hand &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Survival&amp;lt;/u&amp;gt;. Sneaking&lt;br /&gt;
&lt;br /&gt;
'''Scam Business'''&lt;br /&gt;
&lt;br /&gt;
You’re no stranger to bending the truth and have devised a number of scams to relieve people of their hard earned coin. There’s always a chance that something goes wrong, but with great risk comes greater rewards!&lt;br /&gt;
&lt;br /&gt;
'''Rank 1''' &lt;br /&gt;
&lt;br /&gt;
You have a knack for disguises and can create a fake identity with one hour of work. This identity does not include any official paperwork and will not stand up to investigation. Once per day in a friendly settlement you may attempt to run a scam. This scam can include selling a miracle drug, knockoff items, fake investments, or similar ruses and successfully running the scam earns you 2d20+20 sc. There is a 20% chance your scam is exposed. This action can be repeated, but every subsequent attempt in that same settlement within a one month period comes with an additional 5% chance of being exposed. If the scam is exposed, gain -3 community goodwill and the local authorities immediately know your name (or that of your disguise) and will seek you out for arrest or recompense. No other scams can be run in that settlement for one month. If the scam does not involve or target notable NPCs or plot-relevant items, your MC might elect to abstract the scam into a couple dice rolls and let you narrate how it happens. First, roll to determine how many sc your scam earns, then roll percentile dice to determine if your scam is exposed or not.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
Successfully running a scam now earns you 4d20+40 sc. You are now adept at finding like-minded individuals who will help run your scams. If you spend one day in a town or city, you can find and recruit up to two conspirators that will act as audience plants, distractions, or “witnesses” to the efficacy of what you are selling. For each conspirator you hire, you lose 1d20 sc when running a scam, as you have to divide the coin up with them. However, each conspirator also decreases your chance of being exposed by 5%, to a minimum of 5%.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Successfully running a scam now earns you 8d20+80 sc. You can now recruit up to three conspirators. Your fake identities now include official looking documentation and that will hold up against all but the most thorough investigations.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
Successfully running a scam now earns you 20d20+200 sc. You can now recruit up to four conspirators.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5'''&lt;br /&gt;
&lt;br /&gt;
You may now follow your successful scams with a rugpull. After running three successful scams in one area you may run a final gambit that earns 80d20+800 sc. As part of this action, roll 1d4 to determine the number of days before the settlement’s authorities become aware of you or your fake identity, after which they will attempt to seek you out for arrest or recompense.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Barrister&amp;diff=256</id>
		<title>Barrister</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Barrister&amp;diff=256"/>
		<updated>2023-11-15T04:30:27Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the page for the Barrister&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Academic, Aristocratic'' &lt;br /&gt;
&lt;br /&gt;
Your studies of law and debate have made you an expert in mediation and you sell your services as a lawyer, judge, or orator. Whether it be in the courts of the grandest cities or in the humblest village square, you ensure just and proper resolution of any dispute through consideration of historical precedent and careful deliberation.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment''' &lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: backpack, scroll case, brigandine armor, 1 tool or kit, clothes (noble), book of laws, gavel, parchment (10), inkpot, quill pen, flask, waterskin.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the barrister profession (including rank 1), gain +3 Persuading and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Calligraphy, Cartography &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Deceiving, Empathy, Intimidating, Leadership, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Economics, History, Law, Medicine*, Military, Politics of [choose one], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Appraising, Eavesdropping, Intuiting, Investigating, Perceiving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;. Savoir Faire &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;. Forging*&lt;br /&gt;
&lt;br /&gt;
'''Meditation''' &lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 barrister, and every time you gain a rank in the barrister profession, you improve your ability to understand and resolve conflicts.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
While staying in a friendly settlement, you may sell your services as a lawyer or mediator to settle local disputes. Doing so earns you 4d10 sc per week and increases your community Goodwill by +1 at the end of each month.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 8d10 sc per week. Additionally, you may choose a specialty of law: aristocratic, mercantile, military, or underworld. When performing your rank 1 feature you may choose to increase your goodwill with that local sphere by +1 instead of earning any money.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 12d10+60 sc per week. As part of this rank, you may immediately gain 1 rank in the archivist profession, including starting equipment and skills.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4'''&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 16d10+80 sc per week. You may choose an additional specialty from the rank 2 feature of this profession. When performing your rank 1 feature you may choose to increase your goodwill with either of those local spheres by +1 in addition to earning money. As part of this rank, you may immediately take rank 1 in the honorable profession, including all the starting equipment and skills.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5'''&lt;br /&gt;
&lt;br /&gt;
Your services now earn you 20d10+200 sc per week. You are considered one of the highest legal authorities in your home region and your services are sought out for resolving matters between NPCs with ranks in the academic or mercantile occupation with a maximum of 4 ranks in any profession. Such high-profile disputes earn you additional income on top of your normal weekly income.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=255</id>
		<title>Archivist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=255"/>
		<updated>2023-11-15T04:22:16Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Academic''&lt;br /&gt;
&lt;br /&gt;
You are passionate about preserving the past and uncovering the secrets of the ages. Through weeks upon weeks of research sifting through dusty tomes, you are always seeking to expand your understanding of the world and to bring new knowledge to light.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment''' &lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: satchel, scroll case, gambeson armor, 1 tool or kit, lantern, robes, clothes (simple), flask of oil, small collection of books and scrolls, rations (2), inkpot, quill pen, parchment (10), waterskin.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each time you gain a rank in the archivist profession (including rank 1), gain +3 History, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Calligraphy, Cartography, Masonry, Painting, Pottery, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Empathy, Gossipping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Appraising, Intuiting, Investigating, Perceiving&lt;br /&gt;
&lt;br /&gt;
'''Tenure'''&lt;br /&gt;
&lt;br /&gt;
When you become a rank 1 archivist, and every time you gain a rank in the archivist profession, your academic tenure improves.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
Given 8 hours of research at a well-resourced library, you can uncover any written information available to the public.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
Given one day of research at a well-resourced library, you can uncover any written information, including forbidden texts. Additionally, you may sell your services as a researcher to earn 1d10+10 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Your expertise extends to a specific realm of historical discovery. Upon earning rank 3 of this profession, you may choose between chronicler or historian as your professional specialization. At archivist ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Chronicler'''&lt;br /&gt;
&lt;br /&gt;
You are a recognized expert in historical field work and no longer need to be in a well-resourced library to perform your research services (still earning 1d10+10 sc per week). You also have intimate knowledge of your home region’s geographical history and have a +3 bonus to checks related to locating any ruin, crypt, or cave in that region or recalling information about them. Additionally, given one day in an urban area, you may discern 3 societal aspects of the city (or neighborhood if the city is exceptionally large). Learn the nature of three of the following aspects of the urban area: aristocratic, layfolk, mercantile, military, religious, or underworld.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Historian''' &lt;br /&gt;
&lt;br /&gt;
Your tenure as a preeminent historian allows you to recruit students of history to do small tasks and errands for you, provided that you are in a town or city with an academic presence. They will deliver messages, handle shopping transactions, and conduct in-depth research on your behalf. Your services as a researcher now earn you 2d10+20 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Chronicler''' &lt;br /&gt;
&lt;br /&gt;
Your skills of investigation and interview are well known amongst individuals with the academic or aristocratic backgrounds. Given one day in an urban area, you may discern all societal aspects of the city (or neighborhood if the city is exceptionally large). Your research services now earn you 3d10+30 sc per week. Additionally, gain +3 Investigating.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Historian'''&lt;br /&gt;
&lt;br /&gt;
You have intimate knowledge of your home region’s political history, including all lines of nobility, succession, and law, and can recall this information without being in a well-resourced library. You may gain 1 rank in the barrister profession, including starting equipment and skills. Additionally, your services as a researcher now earn you 4d10+40 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Chronicler''' &lt;br /&gt;
&lt;br /&gt;
You are a famous biographer with access to the highest courts in your home region and are welcome at events hosted by NPCs with the aristocracy or academic backgrounds. You may gain 1 rank in the honorable profession.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Historian''' &lt;br /&gt;
&lt;br /&gt;
Your great historical works have been widely praised within the halls of power and your ability of insight into past events is unmatched. Your studies have revealed to you the approximate location of one lost artifact of legendary value and power within a ruin inside your home region. Furthermore, as one of the most renowned historians in the world, you can secure an audience with most individuals of great influence. Any NPC with the equivalent of 4 or fewer ranks in any occupation will make time to meet with you within 24 hours of your request. Your services as a researcher now earn you 10d10+100 sc per week.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=254</id>
		<title>Archivist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=254"/>
		<updated>2023-11-15T04:21:21Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Academic''&lt;br /&gt;
&lt;br /&gt;
You are passionate about preserving the past and uncovering the secrets of the ages. Through weeks upon weeks of research sifting through dusty tomes, you are always seeking to expand your understanding of the world and to bring new knowledge to light.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment''' &lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: satchel, scroll case, gambeson armor, 1 tool or kit, lantern, robes, clothes (simple), flask of oil, small collection of books and scrolls, rations (2), inkpot, quill pen, parchment (10), waterskin.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Each time you gain a rank in the archivist profession (including rank 1), gain +3 History, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Calligraphy, Cartography, Masonry, Painting, Pottery, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Empathy, Gossipping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Appraising, Intuiting, Investigating, Perceiving&lt;br /&gt;
&lt;br /&gt;
==== Tenure ====&lt;br /&gt;
When you become a rank 1 archivist, and every time you gain a rank in the archivist profession, your academic tenure improves.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
Given 8 hours of research at a well-resourced library, you can uncover any written information available to the public.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
Given one day of research at a well-resourced library, you can uncover any written information, including forbidden texts. Additionally, you may sell your services as a researcher to earn 1d10+10 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Your expertise extends to a specific realm of historical discovery. Upon earning rank 3 of this profession, you may choose between chronicler or historian as your professional specialization. At archivist ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Chronicler'''&lt;br /&gt;
&lt;br /&gt;
You are a recognized expert in historical field work and no longer need to be in a well-resourced library to perform your research services (still earning 1d10+10 sc per week). You also have intimate knowledge of your home region’s geographical history and have a +3 bonus to checks related to locating any ruin, crypt, or cave in that region or recalling information about them. Additionally, given one day in an urban area, you may discern 3 societal aspects of the city (or neighborhood if the city is exceptionally large). Learn the nature of three of the following aspects of the urban area: aristocratic, layfolk, mercantile, military, religious, or underworld.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Historian''' &lt;br /&gt;
&lt;br /&gt;
Your tenure as a preeminent historian allows you to recruit students of history to do small tasks and errands for you, provided that you are in a town or city with an academic presence. They will deliver messages, handle shopping transactions, and conduct in-depth research on your behalf. Your services as a researcher now earn you 2d10+20 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Chronicler''' &lt;br /&gt;
&lt;br /&gt;
Your skills of investigation and interview are well known amongst individuals with the academic or aristocratic backgrounds. Given one day in an urban area, you may discern all societal aspects of the city (or neighborhood if the city is exceptionally large). Your research services now earn you 3d10+30 sc per week. Additionally, gain +3 Investigating.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Historian'''&lt;br /&gt;
&lt;br /&gt;
You have intimate knowledge of your home region’s political history, including all lines of nobility, succession, and law, and can recall this information without being in a well-resourced library. You may gain 1 rank in the barrister profession, including starting equipment and skills. Additionally, your services as a researcher now earn you 4d10+40 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Chronicler''' &lt;br /&gt;
&lt;br /&gt;
You are a famous biographer with access to the highest courts in your home region and are welcome at events hosted by NPCs with the aristocracy or academic backgrounds. You may gain 1 rank in the honorable profession.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Historian''' &lt;br /&gt;
&lt;br /&gt;
Your great historical works have been widely praised within the halls of power and your ability of insight into past events is unmatched. Your studies have revealed to you the approximate location of one lost artifact of legendary value and power within a ruin inside your home region. Furthermore, as one of the most renowned historians in the world, you can secure an audience with most individuals of great influence. Any NPC with the equivalent of 4 or fewer ranks in any occupation will make time to meet with you within 24 hours of your request. Your services as a researcher now earn you 10d10+100 sc per week.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=253</id>
		<title>Archivist</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Archivist&amp;diff=253"/>
		<updated>2023-11-15T04:17:05Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the Archivist page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Occupations: Academic''&lt;br /&gt;
&lt;br /&gt;
You are passionate about preserving the past and uncovering the secrets of the ages. Through weeks upon weeks of research sifting through dusty tomes, you are always seeking to expand your understanding of the world and to bring new knowledge to light.&lt;br /&gt;
&lt;br /&gt;
'''Starting Equipment''' &lt;br /&gt;
&lt;br /&gt;
If you take this profession when you create your character, gain the following gear, in addition to the equipment you gained based on your background: satchel, scroll case, gambeson armor, 1 tool or kit, lantern, robes, clothes (simple), flask of oil, small collection of books and scrolls, rations (2), inkpot, quill pen, parchment (10), waterskin.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
Each time you gain a rank in the archivist profession (including rank 1), gain +3 History, and +1 in three skills of your choice: &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Calligraphy, Cartography, Masonry, Painting, Pottery, Woodcarving &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Empathy, Gossipping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Knowledge&amp;lt;/u&amp;gt;. Arcana, Art, Astrology, Astronomy, Biology, Chemistry, Economics, Engineering, Geography, Law, Military, Politics of [choose region], Religion [choose one] &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Appraising, Intuiting, Investigating, Perceiving&lt;br /&gt;
&lt;br /&gt;
=== Tenure ===&lt;br /&gt;
When you become a rank 1 archivist, and every time you gain a rank in the archivist profession, your academic tenure improves.&lt;br /&gt;
&lt;br /&gt;
'''Rank 1'''&lt;br /&gt;
&lt;br /&gt;
Given 8 hours of research at a well-resourced library, you can uncover any written information available to the public.&lt;br /&gt;
&lt;br /&gt;
'''Rank 2'''&lt;br /&gt;
&lt;br /&gt;
Given one day of research at a well-resourced library, you can uncover any written information, including forbidden texts. Additionally, you may sell your services as a researcher to earn 1d10+10 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3'''&lt;br /&gt;
&lt;br /&gt;
Your expertise extends to a specific realm of historical discovery. Upon earning rank 3 of this profession, you may choose between chronicler or historian as your professional specialization. At archivist ranks 4 and 5, you advance in the same professional track that you chose at this rank.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Chronicler'''&lt;br /&gt;
&lt;br /&gt;
You are a recognized expert in historical field work and no longer need to be in a well-resourced library to perform your research services (still earning 1d10+10 sc per week). You also have intimate knowledge of your home region’s geographical history and have a +3 bonus to checks related to locating any ruin, crypt, or cave in that region or recalling information about them. Additionally, given one day in an urban area, you may discern 3 societal aspects of the city (or neighborhood if the city is exceptionally large). Learn the nature of three of the following aspects of the urban area: aristocratic, layfolk, mercantile, military, religious, or underworld.&lt;br /&gt;
&lt;br /&gt;
'''Rank 3: Historian''' &lt;br /&gt;
&lt;br /&gt;
Your tenure as a preeminent historian allows you to recruit students of history to do small tasks and errands for you, provided that you are in a town or city with an academic presence. They will deliver messages, handle shopping transactions, and conduct in-depth research on your behalf. Your services as a researcher now earn you 2d10+20 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Chronicler''' &lt;br /&gt;
&lt;br /&gt;
Your skills of investigation and interview are well known amongst individuals with the academic or aristocratic backgrounds. Given one day in an urban area, you may discern all societal aspects of the city (or neighborhood if the city is exceptionally large). Your research services now earn you 3d10+30 sc per week. Additionally, gain +3 Investigating.&lt;br /&gt;
&lt;br /&gt;
'''Rank 4: Historian'''&lt;br /&gt;
&lt;br /&gt;
You have intimate knowledge of your home region’s political history, including all lines of nobility, succession, and law, and can recall this information without being in a well-resourced library. You may gain 1 rank in the barrister profession, including starting equipment and skills. Additionally, your services as a researcher now earn you 4d10+40 sc per week.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Chronicler''' &lt;br /&gt;
&lt;br /&gt;
You are a famous biographer with access to the highest courts in your home region and are welcome at events hosted by NPCs with the aristocracy or academic backgrounds. You may gain 1 rank in the honorable profession.&lt;br /&gt;
&lt;br /&gt;
'''Rank 5: Historian''' &lt;br /&gt;
&lt;br /&gt;
Your great historical works have been widely praised within the halls of power and your ability of insight into past events is unmatched. Your studies have revealed to you the approximate location of one lost artifact of legendary value and power within a ruin inside your home region. Furthermore, as one of the most renowned historians in the world, you can secure an audience with most individuals of great influence. Any NPC with the equivalent of 4 or fewer ranks in any occupation will make time to meet with you within 24 hours of your request. Your services as a researcher now earn you 10d10+100 sc per week.&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Raedeen&amp;diff=249</id>
		<title>Raedeen</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Raedeen&amp;diff=249"/>
		<updated>2023-11-15T03:56:24Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(ray-DEEN)&lt;br /&gt;
&lt;br /&gt;
The ancient avadri have vestigial traces of power throughout the known universe.  The world of Ancerra is rich with these slivers of power.  Sometimes, under rare circumstances, this legacy manifests as a living humanoid entity, something between a magical artifact and a breathing biological person. These are the raedeen - sapient traces of powers long forgotten. Raedeen are often quiet and contemplative, in constant communion with slivers of avadri tech all around them.  All raedeen, regardless of relationship with avadri tech, are driven by the need to protect.  Whether that be their friends, a location, or a warped ideal, they remain steadfast due to remnants of a long-forgotten directive.  Rarely will a raedeen place their own safety above that of others, and even more their friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A marriage between psionic technology and biological flesh, raedeen forms carry immense latent magical powers.  They are born to any flesh-and-blood race, but are implanted with the vestiges of avadri technology.  Some cultures, such as the Elves of the Plains, take these features as blessings, as they attune the raedeen to the dormant avadri technology across the planet.  Others, however, view them in a more critical light, ostracizing raedeen due to the magical incidents that often happen around their uncontrolled powers.  Their sensitivity to magic and excellent perception abilities lend them easily towards tracking or looting roles, but this also makes them incredibly susceptible to strong psionic attacks and psychic manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Raedeen Traits'''&lt;br /&gt;
&lt;br /&gt;
'''Height:''' 6’ - 7’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 200 lbs.&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:'''  Raedeen skin varies in a rainbow of colors, but is always marked with geometric areas of metallic iridescence and faint panel-line markings. This might look as subtle as a normal human visage with slight lines on the face and arms. Conversely, the physical tell might be wildly obvious, such as a kettek-like humanoid with horns, blue fur, and metallic plating.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Raedeen have slightly above the average lifespan of a human (roughly 80-110 years), regardless of their parent race. This often leads to tragedy if they are born to a longer-lived race such as elves, as they will age and die far sooner and faster than their parents.&lt;br /&gt;
&lt;br /&gt;
=== Raedeen Features ===&lt;br /&gt;
'''Raedeen Starting Features'''&lt;br /&gt;
&lt;br /&gt;
You gain all of the following at level 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Attunement''' &lt;br /&gt;
|Choose one manifestation of any Aptitude from the Psionic Source. You know that manifestation and it costs 0 SP for you. CHA is your magic attribute when using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sublineage''' &lt;br /&gt;
|As raedeen mature, their forms adapt to best serve the raedeen’s personal quest of protection. Choose one sublineage below and gain bonus 1st level features based on your selection.&lt;br /&gt;
|}&lt;br /&gt;
'''Corrupted''' &lt;br /&gt;
&lt;br /&gt;
Corrupted raedeen strive to protect ideologies, individuals, or organizations that are twisted reflections of what avadri once cherished. Creativity, power, and the ability to exert one’s will over the chaos around them always appealed to avadri, so a corrupted raedeen might be drawn to an iron-fisted dictator or a shortsighted pioneer trying to deforest a tract of land. corrupted raedeen have formed an outlook that, while reminiscent of their avadri ancestry, is actually near the opposite of what their ancestors might have wanted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor Plating''' &lt;br /&gt;
|Your raedeen plating is razor sharp. Your dominant hand grows a retractable blade that can be used as a weapon with the stats of a Scimitar or a Shortsword (your choice).&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood is Fuel'''&lt;br /&gt;
|You may spend 1 AP to consume any source of fresh blood other than your own, provided that such a source is within 5 ft of you. (No attack roll is required, but you are limited to targeting corpses, Bloodied creatures, or creatures with the Bleeding condition). Doing so grants you TA on all attacks until the end of your next turn as you are fueled by blood. You can use this feature a number of times equal to your CHA, regaining all expended uses when you Recoup.&lt;br /&gt;
|}&lt;br /&gt;
'''Dreamer'''&lt;br /&gt;
&lt;br /&gt;
Long before the first sapient life developed on Ancerra, hyper-advanced avadri fell into eons-long dream cycles where they imagined new realities and contemplated the great philosophies of the universe. Dreaming raedeen follow in the footsteps of these avadri. They excel at problem-solving and manifest psionic abilities that they can use to protect their allies and harry their foes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Analytics''' &lt;br /&gt;
|Your mechanical mind processes data at an advanced pace. Whenever you make a check to see through magical illusions, gain +4 to the check.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pierce Soul'''&lt;br /&gt;
|Your gaze is enough to shatter even the most steadfast mental defense. Whenever you make an attack roll against a creature targeting one of their Mental Defenses, you may give yourself +4 to the attack. You may use this feature twice, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|}&lt;br /&gt;
'''Paragon'''&lt;br /&gt;
&lt;br /&gt;
Paragon raedeen hold more nuanced views of power, creativity, and control than their corrupted kin. They seek to exemplify the delicate balance of all three, as the paragon avadri did in the days of old. For some, this means seeking out authoritarian rulers and punishing them for irresponsible use of power. Other raedeen seek quieter lives, spending their days perfecting beautiful artisanal crafts, songs, or dances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Resonance''' &lt;br /&gt;
|Your raedeen plating resonates with magical energies. Choose one type of elemental damage. When damage of that type hits you, you may spend 1 reactive AP to gain Affinity with that damage. You retain this Affinity for 1 minute. You may use this feature once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Efficient Biotech''' &lt;br /&gt;
|Your internal organs operate more efficiently than normal beings, drawing directly from magic to sustain you. You no longer require food or drink to sustain yourself and are immune to food-based diseases. You still need to breathe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Raedeen Features'''&lt;br /&gt;
&lt;br /&gt;
At 5th, 10th, 15th, 25th, and 29th levels, gain one option from this list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Analytics''' &lt;br /&gt;
|Dreaming Raedeen; Character Level 10&lt;br /&gt;
|Gain +3 to Investigating and +3 to Intuiting.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Divinity''' &lt;br /&gt;
|&lt;br /&gt;
|Learn two prayers of your choice from the Divine Source. These prayers count as psionic magic for you, instead of divine, and CHA is your magic attribute for these prayers.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ascension''' &lt;br /&gt;
|Character Level 15&lt;br /&gt;
|Learn the Angel Wings spell from the Divine Source, but it counts as psionic magic for you. You may cast this spell once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood is Fuel II'''&lt;br /&gt;
|Blood is Fuel; Corrupted Raedeen&lt;br /&gt;
|When using your Blood is Fuel ability, gain an additional +1 to all attack rolls, and gain +1 to all of your defenses, until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Calm Appraisal''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Observation tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Devouring Biotech'''&lt;br /&gt;
|Paragon Raedeen; Character Level 15&lt;br /&gt;
|Your biotechnical makeup allows you not only to passively consume ambient magic for nutrients, but steal it from magical attacks directed at you. When an enemy within 10 ft of you casts a spell or activates a magical effect that would damage you and no other targets, you may spend 2 reactive AP to make a CHA roll against their WILL. On a success, you negate the damage and instead regain 1d6 HP. The creature still loses its AP, but not any associated SP or rechargeable resources. You can use this feature once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eldritch Memory''' &lt;br /&gt;
|Dreaming Raedeen&lt;br /&gt;
|Gain the ability to recall information with near-perfect accuracy. Whenever you make a check to remember knowledge or images that you have encountered within the past month, gain +4 to the check. On a success, you remember it in perfect detail.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eldritch Memory II'''&lt;br /&gt;
|Eidetic Memory, Level 15&lt;br /&gt;
|Your memory is honed to a fine point. Your Eidetic Memory feature applies to knowledge and images that you have encountered within the past 6 months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enveloping Mind'''&lt;br /&gt;
|Dreaming Raedeen&lt;br /&gt;
|(1/Recoup) Your psionic defenses extend to your allies. Whenever an ally within 10 ft of you is targeted with an attack or spell that would inflict the Dazed or Staggered condition, you may spend 2 reactive AP to add +2 to their defenses.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgotten Knowledge''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Knowledge tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Resonance II'''&lt;br /&gt;
|Magical Resonance, Character Level 20&lt;br /&gt;
|Regain all expended uses of your Magical Resonance ability when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''Paragon Attunement''' &lt;br /&gt;
|Paragon Raedeen&lt;br /&gt;
|You are particularly sensitive to certain sources of magic that your body has optimized itself to in your environment. When you succeed a skill check to track, locate, or identify an instance of magic (such as the residue of a fireball, the enchantment of an object, or the abilities of a magical creature), you also learn the source(s) of magic that it draws power from, how long it has been enchanted, and any instances of the Signature cantrip, if applicable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Paragon Attunement II'''&lt;br /&gt;
|Paragon Attunement&lt;br /&gt;
|(1/Rest) Gain the Paragon Detection ability. &lt;br /&gt;
&amp;lt;u&amp;gt;Paragon Detection&amp;lt;/u&amp;gt;: You may spend 30 seconds to meditate and immediately identify the location and direction of movement of a specific magical caster you are familiar with, provided that the creature is within 10 miles of you. You only gain this insight for a moment, so you cannot supernaturally track that creature using this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Plated Body'''&lt;br /&gt;
|&lt;br /&gt;
|Your AR and Physical Defenses increase by +1 while you are not wearing armor.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sleek Plating'''&lt;br /&gt;
|Plated Body&lt;br /&gt;
|Gain the benefits of your Plated Body even while wearing armor.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spike Plating'''&lt;br /&gt;
|Corrupted Raedeen&lt;br /&gt;
|Whenever a creature Grapples you or makes an unarmed attack against you, make a CHA attack against that creature’s ANT. This attack costs no AP and you can use it indefinitely. If you hit, that creature takes 1d4 Sharp damage. If a creature starts its turn Grappling you, you may make this attack again.&lt;br /&gt;
|-&lt;br /&gt;
|'''Storm of Daggers'''&lt;br /&gt;
|Character Level 10; Corrupted Raedeen&lt;br /&gt;
|You may spend 4 AP to assault your enemies with a storm of blades and spines. Make a CHA attack vs the REF of all hostile creatures within 15 ft of you. On a success, they take 1d8 Sharp damage and become Shaken until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tireless Soul'''&lt;br /&gt;
|&lt;br /&gt;
|You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of exhaustion. 4 hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Take a Rest more than once per 24 hours as usual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wings of Splendor''' &lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) By spending 3 AP, you can grant yourself a flying speed equal to your walking speed for the next 10 minutes.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Raedeen&amp;diff=248</id>
		<title>Raedeen</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Raedeen&amp;diff=248"/>
		<updated>2023-11-15T03:55:26Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the page for the Raedeen Lineage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;(ray-DEEN)&lt;br /&gt;
&lt;br /&gt;
The ancient avadri have vestigial traces of power throughout the known universe.  The world of Ancerra is rich with these slivers of power.  Sometimes, under rare circumstances, this legacy manifests as a living humanoid entity, something between a magical artifact and a breathing biological person. These are the raedeen - sapient traces of powers long forgotten. Raedeen are often quiet and contemplative, in constant communion with slivers of avadri tech all around them.  All raedeen, regardless of relationship with avadri tech, are driven by the need to protect.  Whether that be their friends, a location, or a warped ideal, they remain steadfast due to remnants of a long-forgotten directive.  Rarely will a raedeen place their own safety above that of others, and even more their friends.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A marriage between psionic technology and biological flesh, raedeen forms carry immense latent magical powers.  They are born to any flesh-and-blood race, but are implanted with the vestiges of avadri technology.  Some cultures, such as the Elves of the Plains, take these features as blessings, as they attune the raedeen to the dormant avadri technology across the planet.  Others, however, view them in a more critical light, ostracizing raedeen due to the magical incidents that often happen around their uncontrolled powers.  Their sensitivity to magic and excellent perception abilities lend them easily towards tracking or looting roles, but this also makes them incredibly susceptible to strong psionic attacks and psychic manipulation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Raedeen Traits'''&lt;br /&gt;
&lt;br /&gt;
'''Height:''' 6’ - 7’6”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 120 - 200 lbs.&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:'''  Raedeen skin varies in a rainbow of colors, but is always marked with geometric areas of metallic iridescence and faint panel-line markings. This might look as subtle as a normal human visage with slight lines on the face and arms. Conversely, the physical tell might be wildly obvious, such as a kettek-like humanoid with horns, blue fur, and metallic plating.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Raedeen have slightly above the average lifespan of a human (roughly 80-110 years), regardless of their parent race. This often leads to tragedy if they are born to a longer-lived race such as elves, as they will age and die far sooner and faster than their parents.&lt;br /&gt;
&lt;br /&gt;
=== Raedeen Features ===&lt;br /&gt;
'''Raedeen Starting Features'''&lt;br /&gt;
&lt;br /&gt;
You gain all of the following at level 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Psionic Attunement''' &lt;br /&gt;
|Choose one manifestation of any Aptitude from the Psionic Source. You know that manifestation and it costs 0 SP for you. CHA is your magic attribute when using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sublineage''' &lt;br /&gt;
|As raedeen mature, their forms adapt to best serve the raedeen’s personal quest of protection. Choose one sublineage below and gain bonus 1st level features based on your selection.&lt;br /&gt;
|}&lt;br /&gt;
'''Corrupted''' &lt;br /&gt;
&lt;br /&gt;
Corrupted raedeen strive to protect ideologies, individuals, or organizations that are twisted reflections of what avadri once cherished. Creativity, power, and the ability to exert one’s will over the chaos around them always appealed to avadri, so a corrupted raedeen might be drawn to an iron�fisted dictator or a shortsighted pioneer trying to deforest a tract of land. corrupted raedeen have formed an outlook that, while reminiscent of their avadri ancestry, is actually near the opposite of what their ancestors might have wanted.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Razor Plating''' &lt;br /&gt;
|Your raedeen plating is razor sharp. Your dominant hand grows a retractable blade that can be used as a weapon with the stats of a Scimitar or a Shortsword (your choice).&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood is Fuel'''&lt;br /&gt;
|You may spend 1 AP to consume any source of fresh blood other than your own, provided that such a source is within 5 ft of you. (No attack roll is required, but you are limited to targeting corpses, Bloodied creatures, or creatures with the Bleeding condition). Doing so grants you TA on all attacks until the end of your next turn as you are fueled by blood. You can use this feature a number of times equal to your CHA, regaining all expended uses when you Recoup.&lt;br /&gt;
|}&lt;br /&gt;
'''Dreamer'''&lt;br /&gt;
&lt;br /&gt;
Long before the first sapient life developed on Ancerra, hyper-advanced avadri fell into eons-long dream cycles where they imagined new realities and contemplated the great philosophies of the universe. Dreaming raedeen follow in the footsteps of these avadri. They excel at problem�solving and manifest psionic abilities that they can use to protect their allies and harry their foes.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Analytics''' &lt;br /&gt;
|Your mechanical mind processes data at an advanced pace. Whenever you make a check to see through magical illusions, gain +4 to the check.&lt;br /&gt;
|-&lt;br /&gt;
|'''Pierce Soul'''&lt;br /&gt;
|Your gaze is enough to shatter even the most steadfast mental defense. Whenever you make an attack roll against a creature targeting one of their Mental Defenses, you may give yourself +4 to the attack. You may use this feature twice, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|}&lt;br /&gt;
'''Paragon'''&lt;br /&gt;
&lt;br /&gt;
Paragon raedeen hold more nuanced views of power, creativity, and control than their corrupted kin. They seek to exemplify the delicate balance of all three, as the paragon avadri did in the days of old. For some, this means seeking out authoritarian rulers and punishing them for irresponsible use of power. Other raedeen seek quieter lives, spending their days perfecting beautiful artisanal crafts, songs, or dances.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Resonance''' &lt;br /&gt;
|Your raedeen plating resonates with magical energies. Choose one type of elemental damage. When damage of that type hits you, you may spend 1 reactive AP to gain Affinity with that damage. You retain this Affinity for 1 minute. You may use this feature once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Efficient Biotech''' &lt;br /&gt;
|Your internal organs operate more efficiently than normal beings, drawing directly from magic to sustain you. You no longer require food or drink to sustain yourself and are immune to food-based diseases. You still need to breathe.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Raedeen Features'''&lt;br /&gt;
&lt;br /&gt;
At 5th, 10th, 15th, 25th, and 29th levels, gain one option from this list.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Advanced Analytics''' &lt;br /&gt;
|Dreaming Raedeen; Character Level 10&lt;br /&gt;
|Gain +3 to Investigating and +3 to Intuiting.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ancestral Divinity''' &lt;br /&gt;
|&lt;br /&gt;
|Learn two prayers of your choice from the Divine Source. These prayers count as psionic magic for you, instead of divine, and CHA is your magic attribute for these prayers.&lt;br /&gt;
|-&lt;br /&gt;
|'''Ascension''' &lt;br /&gt;
|Character Level 15&lt;br /&gt;
|Learn the Angel Wings spell from the Divine Source, but it counts as psionic magic for you. You may cast this spell once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood is Fuel II'''&lt;br /&gt;
|Blood is Fuel; Corrupted Raedeen&lt;br /&gt;
|When using your Blood is Fuel ability, gain an additional +1 to all attack rolls, and gain +1 to all of your defenses, until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Calm Appraisal''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Observation tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Devouring Biotech'''&lt;br /&gt;
|Paragon Raedeen; Character Level 15&lt;br /&gt;
|Your biotechnical makeup allows you not only to passively consume ambient magic for nutrients, but steal it from magical attacks directed at you. When an enemy within 10 ft of you casts a spell or activates a magical effect that would damage you and no other targets, you may spend 2 reactive AP to make a CHA roll against their WILL. On a success, you negate the damage and instead regain 1d6 HP. The creature still loses its AP, but not any associated SP or rechargeable resources. You can use this feature once, regaining all expended uses when you Take a Rest.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eldritch Memory''' &lt;br /&gt;
|Dreaming Raedeen&lt;br /&gt;
|Gain the ability to recall information with near-perfect accuracy. Whenever you make a check to remember knowledge or images that you have encountered within the past month, gain +4 to the check. On a success, you remember it in perfect detail.&lt;br /&gt;
|-&lt;br /&gt;
|'''Eldritch Memory II'''&lt;br /&gt;
|Eidetic Memory, Level 15&lt;br /&gt;
|Your memory is honed to a fine point. Your Eidetic Memory feature applies to knowledge and images that you have encountered within the past 6 months.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enveloping Mind'''&lt;br /&gt;
|Dreaming Raedeen&lt;br /&gt;
|(1/Recoup) Your psionic defenses extend to your allies. Whenever an ally within 10 ft of you is targeted with an attack or spell that would inflict the Dazed or Staggered condition, you may spend 2 reactive AP to add +2 to their defenses.&lt;br /&gt;
|-&lt;br /&gt;
|'''Forgotten Knowledge''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Knowledge tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Magical Resonance II'''&lt;br /&gt;
|Magical Resonance, Character Level 20&lt;br /&gt;
|Regain all expended uses of your Magical Resonance ability when you Recoup.&lt;br /&gt;
|-&lt;br /&gt;
|'''Paragon Attunement''' &lt;br /&gt;
|Paragon Raedeen&lt;br /&gt;
|You are particularly sensitive to certain sources of magic that your body has optimized itself to in your environment. When you succeed a skill check to track, locate, or identify an instance of magic (such as the residue of a fireball, the enchantment of an object, or the abilities of a magical creature), you also learn the source(s) of magic that it draws power from, how long it has been enchanted, and any instances of the Signature cantrip, if applicable.&lt;br /&gt;
|-&lt;br /&gt;
|'''Paragon Attunement II'''&lt;br /&gt;
|Paragon Attunement&lt;br /&gt;
|(1/Rest) Gain the Paragon Detection ability. &lt;br /&gt;
&amp;lt;u&amp;gt;Paragon Detection&amp;lt;/u&amp;gt;: You may spend 30 seconds to meditate and immediately identify the location and direction of movement of a specific magical caster you are familiar with, provided that the creature is within 10 miles of you. You only gain this insight for a moment, so you cannot supernaturally track that creature using this ability.&lt;br /&gt;
|-&lt;br /&gt;
|'''Plated Body'''&lt;br /&gt;
|&lt;br /&gt;
|Your AR and Physical Defenses increase by +1 while you are not wearing armor.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sleek Plating'''&lt;br /&gt;
|Plated Body&lt;br /&gt;
|Gain the benefits of your Plated Body even while wearing armor.&lt;br /&gt;
|-&lt;br /&gt;
|'''Spike Plating'''&lt;br /&gt;
|Corrupted Raedeen&lt;br /&gt;
|Whenever a creature Grapples you or makes an unarmed attack against you, make a CHA attack against that creature’s ANT. This attack costs no AP and you can use it indefinitely. If you hit, that creature takes 1d4 Sharp damage. If a creature starts its turn Grappling you, you may make this attack again.&lt;br /&gt;
|-&lt;br /&gt;
|'''Storm of Daggers'''&lt;br /&gt;
|Character Level 10; Corrupted Raedeen&lt;br /&gt;
|You may spend 4 AP to assault your enemies with a storm of blades and spines. Make a CHA attack vs the REF of all hostile creatures within 15 ft of you. On a success, they take 1d8 Sharp damage and become Shaken until the end of your next turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tireless Soul'''&lt;br /&gt;
|&lt;br /&gt;
|You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of exhaustion. 4 hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Take a Rest more than once per 24 hours as usual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Wings of Splendor''' &lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) By spending 3 AP, you can grant yourself a flying speed equal to your walking speed for the next 10 minutes.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Remnant&amp;diff=240</id>
		<title>Remnant</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Remnant&amp;diff=240"/>
		<updated>2023-11-15T03:17:30Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Finished the final Column&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long before sapient creatures began building their civilizations, ancient and long-forgotten deities sculpted Ancerra. Their tools were powerful machinations of magic and technology, shaping and maintaining Ancerra’s storied terrain. Eons later, shards of these tools lay forgotten, abandoned by their original purpose. Now with the advent of widespread magic, sometimes these shards, these remnants, find themselves awake and with memories that blur and blend together. These wandering souls seek out an esoteric something, whether that be a master or true freedom. Most cannot describe it in words of any mortal tongue. Remnants are highly empathic, and often sensitive to the emotional energies of the people they surround themselves with.&lt;br /&gt;
&lt;br /&gt;
=== BUILT WITH PURPOSE ===&lt;br /&gt;
Not every tool must be a weapon. Remnants can be the remains of anything: an ecological manipulation device, an arcane observatory, a dimensional gateway, etc. Their forms, though humanoid, are varied; however, they always share the sharp geometric patterns and bismuth-like formations of stone that make up their body. Remnants have personalities as varied as any other lineage, but they all possess an existential desire to be useful. Whether that translates to overthrowing tyrants or creating toys for children, remnants believe that all living beings are designed to compliment one another in a grand, cosmic symbiosis. Remnants find it abhorrent when sapient creatures act in a selfish manner.&lt;br /&gt;
&lt;br /&gt;
=== '''Remnant Traits''' ===&lt;br /&gt;
'''Height:''' 4’0” - 7’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:'''150 - 500 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Remnants generally have a bright metallic sheen and while some are monochrome, many sparkle with iridescent colors. It is possible to see light shining from within many of their joints.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Remnants can live almost indefinitely, provided that they can get whatever sustenance their bodies need.&lt;br /&gt;
&lt;br /&gt;
=== Remnant Features ===&lt;br /&gt;
'''Remnant Starting Features'''&lt;br /&gt;
&lt;br /&gt;
You gain all of the following at level 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Form'''&lt;br /&gt;
|You cannot wear Armor, but your base AR begins at 12.  You can integrate armor into your form by spending at least one hour disassembling it and customizing it to your form. Armor integrated in this way grants all its magical bonuses, but none of the AR.  You can only integrate one suit of armor at a time; if you want to integrate a new set of armor, you must first eject your current form of armor.  Ejected armor regains all of its original properties and provides no benefit to you unless you integrate it again.&lt;br /&gt;
|-&lt;br /&gt;
|'''Constructed Form'''&lt;br /&gt;
|You do not need to eat or drink, but must still breathe and sleep.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Ability'''&lt;br /&gt;
|To further define your Remnant, choose one option from the list below at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Remnant Features'''&lt;br /&gt;
&lt;br /&gt;
In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. You cannot discern color while using your darkvision. While using darkvision, you can see up to 30 ft, and then are blind beyond that point.&lt;br /&gt;
|-&lt;br /&gt;
|'''Divinity Code'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two prayers of your choice from the Divine Source. These prayers count as psionic magic for you, and CHA is your magic attribute for these prayers.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Armor Rating increases by +2.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminate'''&lt;br /&gt;
|&lt;br /&gt;
|By spending 1 AP, you can shed bright light for up to a 20 ft radius from yourself, and dim light for double that distance. Alternatively, you can choose to shine only dim light up to a 20 ft radius. This light remains until you decide to spend an additional 1 AP to end it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Manufacturer'''&lt;br /&gt;
|&lt;br /&gt;
|You may cast the Minor Conjuration cantrip from the Arcane Source, but it counts as psionic for you when cast in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Programmed Appraisal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Observation tag. You cannot put more than +4 into a single skill using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Programmed Athleticism'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Athleticism or Stamina tags. You cannot put more than +4 into a single skill using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tireless Sentinel'''&lt;br /&gt;
|&lt;br /&gt;
|You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of fatigue. 4 hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Rest more than once per 24 hours as usual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tool Manifestation'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose a tool or kit. You can produce that tool or kit from within yourself at will, but when you do, that tool or kit is considered a part of your body and can only be used by you. Gain +4 to all checks made with tools and kits that are a part of you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Warm'''&lt;br /&gt;
|Illuminate&lt;br /&gt;
|By augmenting the heat produced by your advanced technological body, you may emit warmth akin to that of a campfire in a 10 ft radius around you. You may only do this when you Catch your Breath, Recoup, or Take a Rest. Creatures within the radius who are not wet do not need to make END checks against the effects of extreme cold.&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Manifestation'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon with the one-handed tag. You manifest that weapon out of the material within your own body. You cannot throw the weapon, even if it has the thrown tag, and you cannot be disarmed of this weapon unless your dominant arm is severed.&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Manifestation II'''&lt;br /&gt;
|Weapon Manifestation&lt;br /&gt;
|The weapon that you manifest can have the hand-and-a-half tag. You may use it with one hand, or temporarily fuse your hands together to gain its hand-and-a-half benefit.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Satyr&amp;diff=239</id>
		<title>Satyr</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Satyr&amp;diff=239"/>
		<updated>2023-11-15T03:15:46Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created the page for Satyr Lineage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Satyrs are somewhat rare humanoids originally hailing from the Everwilds but now long established on Ancerra. Although they generally resemble olive-skinned humans, they bear a number of distinctly goat-like features including hooves, fur-covered legs and waists, tails, ears, and horns. Fur and hair colors have a range that matches human hair and goat fur. Some satyrs also have more unique hair and fur color akin to spring flowers: pastel pinks, greens, or blues. Satyr eyes tend to have brighter complexions than those naturally seen in humans. With a well-earned reputation for lightheartedness, whimsy, and merriment, satyrs are known for their large personalities and ability to command the rowdiest of crowds. They rarely fear being the center of attention and make for excellent entertainers, performers, and charlatans with their natural abilities to put people at ease.&lt;br /&gt;
&lt;br /&gt;
=== Satyr Culture ===&lt;br /&gt;
With a culture that draws much from their roots in the Everwilds, particularly the side that borders on the realm of Chaos, satyrs seemingly find every day a holiday in one form or another. Food and drink are shared freely and it is rare for a satyr to accumulate wealth as they genuinely believe any day living is a day worth celebrating. They rarely concern themselves with a lasting legacy beyond the memories shared with friends and family and even satyr funerals can be a joyous occasion.&lt;br /&gt;
&lt;br /&gt;
=== '''Satyr Traits''' ===&lt;br /&gt;
'''Height:''' 4’2” - 5’8”&lt;br /&gt;
&lt;br /&gt;
'''Weight:''' 80 - 180 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Aside from their goatlike features, satyrs visually resemble humans.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Satyrs reach maturity around age 16 and naturally live about 100-120 years.&lt;br /&gt;
&lt;br /&gt;
=== Satyr Features ===&lt;br /&gt;
'''Satyr Starting Features'''&lt;br /&gt;
&lt;br /&gt;
You gain all of the following at level 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Ram'''&lt;br /&gt;
|You may attempt to charge and headbutt an opponent. By spending 3 AP, you may move up to 10 ft and use the Shove maneuver. If you succeed, the target takes 1d4 Blunt damage in addition to being Shoved. This feature can only be used once per turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Ability'''&lt;br /&gt;
|To further define your satyr, choose one option from the list below at level 1.&lt;br /&gt;
|}&lt;br /&gt;
'''Satyr Features'''&lt;br /&gt;
&lt;br /&gt;
In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Arcane Affinity''' &lt;br /&gt;
|&lt;br /&gt;
|Learn two cantrips from the Arcane Source of magic. If you do not already know arcane magic, then INT is your magic attribute for these cantrips.&lt;br /&gt;
|-&lt;br /&gt;
|'''Chaotic Mind'''&lt;br /&gt;
|&lt;br /&gt;
|When any creature attempts to impose Charmed on you, it must roll 2d20 and use the lower roll.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling Performance''' &lt;br /&gt;
|&lt;br /&gt;
|(1/Rest) You may attempt to impress a non-hostile creature through your performance. Make a check using any Performance skill of your choice against one target’s WILL. If you succeed, that target gains the Charmed condition for 1 hour and views you as a friendly acquaintance. After this condition fades they do not know they were Charmed by you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling Performance II'''&lt;br /&gt;
|Dazzling Performance&lt;br /&gt;
|You may use this feature an additional time, regaining all expended uses when you Take a Rest.  Making it (2/Rest).&lt;br /&gt;
|-&lt;br /&gt;
|'''Dazzling Performance III'''&lt;br /&gt;
|Dazzling Performance II&lt;br /&gt;
|You may use this feature an additional time, regaining all expended uses when you Take a Rest.  Making it 3/Rest).&lt;br /&gt;
|-&lt;br /&gt;
|'''Even-Toed Ungulate''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Athleticism or Acrobatics tags. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fey Spirit'''&lt;br /&gt;
|&lt;br /&gt;
|Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature. &lt;br /&gt;
• &amp;lt;u&amp;gt;Acrobatics&amp;lt;/u&amp;gt;. Balancing, Tumbling &lt;br /&gt;
• &amp;lt;u&amp;gt;Athleticism&amp;lt;/u&amp;gt;. Athletics, Sprinting &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Crafting*&amp;lt;/u&amp;gt;. Alchemy, Brewing, Cooking, Glassblowing, Woodcarving &lt;br /&gt;
• &amp;lt;u&amp;gt;Influence&amp;lt;/u&amp;gt;. Gossipping, Persuading &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Luck&amp;lt;/u&amp;gt;. Fortuity &lt;br /&gt;
• &amp;lt;u&amp;gt;Observation&amp;lt;/u&amp;gt;. Eavesdropping &lt;br /&gt;
&lt;br /&gt;
• &amp;lt;u&amp;gt;Performance&amp;lt;/u&amp;gt;. Dancing, Entertaining, Instrument* [choose one], Savoir Faire &lt;br /&gt;
• &amp;lt;u&amp;gt;Subterfuge&amp;lt;/u&amp;gt;. Sleight of Hand&lt;br /&gt;
|-&lt;br /&gt;
|'''Great Listener''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Knowledge tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Fast Ram'''&lt;br /&gt;
|&lt;br /&gt;
|Your Ram ability only costs 2 AP. You can still only use it once per turn.&lt;br /&gt;
|-&lt;br /&gt;
|'''Life of the Party'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points to spend on skills with the Performance tag. You cannot spend more than +4 points on a single skill in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Merrymaking''' &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +4 Alchemy* and Brewing*.&lt;br /&gt;
|-&lt;br /&gt;
|'''Primal Power'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two chants from the Primal source of magic. If you do not already know primal magic, then AWR is your magic attribute for these chants.&lt;br /&gt;
|-&lt;br /&gt;
|'''Thick Skull'''&lt;br /&gt;
|Ram&lt;br /&gt;
|''Repeatable.'' Each time you take this feature, increase your Ram damage die by one size (d4 to d6, d6 to d8, etc.), to a maximum of 1d12.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Remnant&amp;diff=234</id>
		<title>Remnant</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Remnant&amp;diff=234"/>
		<updated>2023-11-15T02:37:47Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long before sapient creatures began building their civilizations, ancient and long-forgotten deities sculpted Ancerra. Their tools were powerful machinations of magic and technology, shaping and maintaining Ancerra’s storied terrain. Eons later, shards of these tools lay forgotten, abandoned by their original purpose. Now with the advent of widespread magic, sometimes these shards, these remnants, find themselves awake and with memories that blur and blend together. These wandering souls seek out an esoteric something, whether that be a master or true freedom. Most cannot describe it in words of any mortal tongue. Remnants are highly empathic, and often sensitive to the emotional energies of the people they surround themselves with.&lt;br /&gt;
&lt;br /&gt;
=== BUILT WITH PURPOSE ===&lt;br /&gt;
Not every tool must be a weapon. Remnants can be the remains of anything: an ecological manipulation device, an arcane observatory, a dimensional gateway, etc. Their forms, though humanoid, are varied; however, they always share the sharp geometric patterns and bismuth-like formations of stone that make up their body. Remnants have personalities as varied as any other lineage, but they all possess an existential desire to be useful. Whether that translates to overthrowing tyrants or creating toys for children, remnants believe that all living beings are designed to compliment one another in a grand, cosmic symbiosis. Remnants find it abhorrent when sapient creatures act in a selfish manner.&lt;br /&gt;
&lt;br /&gt;
=== '''Remnant Traits''' ===&lt;br /&gt;
'''Height:''' 4’0” - 7’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:'''150 - 500 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Remnants generally have a bright metallic sheen and while some are monochrome, many sparkle with iridescent colors. It is possible to see light shining from within many of their joints.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Remnants can live almost indefinitely, provided that they can get whatever sustenance their bodies need.&lt;br /&gt;
&lt;br /&gt;
=== Remnant Features ===&lt;br /&gt;
'''Remnant Starting Features'''&lt;br /&gt;
&lt;br /&gt;
You gain all of the following at level 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Form'''&lt;br /&gt;
|You cannot wear Armor, but your base AR begins at 12.  You can integrate armor into your form by spending at least one hour disassembling it and customizing it to your form. Armor integrated in this way grants all its magical bonuses, but none of the AR.  You can only integrate one suit of armor at a time; if you want to integrate a new set of armor, you must first eject your current form of armor.  Ejected armor regains all of its original properties and provides no benefit to you unless you integrate it again.&lt;br /&gt;
|-&lt;br /&gt;
|'''Constructed Form'''&lt;br /&gt;
|You do not need to eat or drink, but must still breathe and sleep.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Ability'''&lt;br /&gt;
|To further define your Remnant, choose one option from the list below at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Remnant Features'''&lt;br /&gt;
&lt;br /&gt;
In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Darkvision'''&lt;br /&gt;
|&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. You cannot discern color while using your darkvision. While using darkvision, you can see up to 30 ft, and then are blind beyond that point.&lt;br /&gt;
|-&lt;br /&gt;
|'''Divinity Code'''&lt;br /&gt;
|&lt;br /&gt;
|Learn two prayers of your choice from the Divine Source. These prayers count as psionic magic for you, and CHA is your magic attribute for these prayers.&lt;br /&gt;
|-&lt;br /&gt;
|'''Enhanced Armor'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Armor Rating increases by +2.&lt;br /&gt;
|-&lt;br /&gt;
|'''Illuminate'''&lt;br /&gt;
|&lt;br /&gt;
|By spending 1 AP, you can shed bright light for up to a 20 ft radius from yourself, and dim light for double that distance. Alternatively, you can choose to shine only dim light up to a 20 ft radius. This light remains until you decide to spend an additional 1 AP to end it.&lt;br /&gt;
|-&lt;br /&gt;
|'''Manufacturer'''&lt;br /&gt;
|&lt;br /&gt;
|You may cast the Minor Conjuration cantrip from the Arcane Source, but it counts as psionic for you when cast in this way.&lt;br /&gt;
|-&lt;br /&gt;
|'''Programmed Appraisal'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Observation tag. You cannot put more than +4 into a single skill using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Programmed Athleticism'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Athleticism or Stamina tags. You cannot put more than +4 into a single skill using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tireless Sentinel'''&lt;br /&gt;
|&lt;br /&gt;
|You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of fatigue. 4 hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Rest more than once per 24 hours as usual.&lt;br /&gt;
|-&lt;br /&gt;
|'''Tool Manifestation'''&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose a tool or kit. You can produce that tool or kit from within yourself at will, but when you do, that tool or kit is considered a part of your body and can only be used by you. Gain +4 to all checks made with tools and kits that are a part of you.&lt;br /&gt;
|-&lt;br /&gt;
|'''Warm'''&lt;br /&gt;
|Illuminate&lt;br /&gt;
|By augmenting the heat produced by your advanced technological body, you may emit warmth akin to that of a campfire in a 10 ft radius around you. You may only do this when you Catch your Breath, Recoup, or Take a Rest. Creatures within the radius who are not wet do not need to make END checks against the effects of extreme cold.&lt;br /&gt;
|-&lt;br /&gt;
|'''Weapon Manifestation'''&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon with the one-handed tag. You manifest that weapon out of the material within your own body. You cannot throw the weapon, even if it has the thrown tag, and you cannot be disarmed of this weapon unless your dominant arm is severed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
	<entry>
		<id>https://srd.mythcraftrpg.com/index.php?title=Remnant&amp;diff=233</id>
		<title>Remnant</title>
		<link rel="alternate" type="text/html" href="https://srd.mythcraftrpg.com/index.php?title=Remnant&amp;diff=233"/>
		<updated>2023-11-15T02:31:10Z</updated>

		<summary type="html">&lt;p&gt;Xhesh: Created page with &amp;quot;Long before sapient creatures began building their civilizations, ancient and long-forgotten deities sculpted Ancerra. Their tools were powerful machinations of magic and technology, shaping and maintaining Ancerra’s storied terrain. Eons later, shards of these tools lay forgotten, abandoned by their original purpose. Now with the advent of widespread magic, sometimes these shards, these remnants, find themselves awake and with memories that blur and blend together. Th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Long before sapient creatures began building their civilizations, ancient and long-forgotten deities sculpted Ancerra. Their tools were powerful machinations of magic and technology, shaping and maintaining Ancerra’s storied terrain. Eons later, shards of these tools lay forgotten, abandoned by their original purpose. Now with the advent of widespread magic, sometimes these shards, these remnants, find themselves awake and with memories that blur and blend together. These wandering souls seek out an esoteric something, whether that be a master or true freedom. Most cannot describe it in words of any mortal tongue. Remnants are highly empathic, and often sensitive to the emotional energies of the people they surround themselves with.&lt;br /&gt;
&lt;br /&gt;
=== BUILT WITH PURPOSE ===&lt;br /&gt;
Not every tool must be a weapon. Remnants can be the remains of anything: an ecological manipulation device, an arcane observatory, a dimensional gateway, etc. Their forms, though humanoid, are varied; however, they always share the sharp geometric patterns and bismuth-like formations of stone that make up their body. Remnants have personalities as varied as any other lineage, but they all possess an existential desire to be useful. Whether that translates to overthrowing tyrants or creating toys for children, remnants believe that all living beings are designed to compliment one another in a grand, cosmic symbiosis. Remnants find it abhorrent when sapient creatures act in a selfish manner.&lt;br /&gt;
&lt;br /&gt;
=== '''Remnant Traits''' ===&lt;br /&gt;
'''Height:''' 4’0” - 7’0”&lt;br /&gt;
&lt;br /&gt;
'''Weight:'''150 - 500 lbs&lt;br /&gt;
&lt;br /&gt;
'''Size:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Base Speed:''' 20 ft&lt;br /&gt;
&lt;br /&gt;
'''Appearance:''' Remnants generally have a bright metallic sheen and while some are monochrome, many sparkle with iridescent colors. It is possible to see light shining from within many of their joints.&lt;br /&gt;
&lt;br /&gt;
'''Lifespan:''' Remnants can live almost indefinitely, provided that they can get whatever sustenance their bodies need.&lt;br /&gt;
&lt;br /&gt;
=== Remnant Features ===&lt;br /&gt;
'''Remnant Starting Features'''&lt;br /&gt;
&lt;br /&gt;
You gain all of the following at level 1.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''Armored Form'''&lt;br /&gt;
|You cannot wear Armor, but your base AR begins at 12.  You can integrate armor into your form by spending at least one hour disassembling it and customizing it to your form. Armor integrated in this way grants all its magical bonuses, but none of the AR.  You can only integrate one suit of armor at a time; if you want to integrate a new set of armor, you must first eject your current form of armor.  Ejected armor regains all of its original properties and provides no benefit to you unless you integrate it again.&lt;br /&gt;
|-&lt;br /&gt;
|'''Constructed Form'''&lt;br /&gt;
|You do not need to eat or drink, but must still breathe and sleep.&lt;br /&gt;
|-&lt;br /&gt;
|'''Unique Ability'''&lt;br /&gt;
|To further define your Remnant, choose one option from the list below at level 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Remnant Features'''&lt;br /&gt;
&lt;br /&gt;
In addition to the unique ability you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Feature&lt;br /&gt;
!PreReq&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Darkvision&lt;br /&gt;
|&lt;br /&gt;
|You can see in darkness to a limit, even without any light source. You cannot discern color while using your darkvision. While using darkvision, you can see up to 30 ft, and then are blind beyond that point.&lt;br /&gt;
|-&lt;br /&gt;
|Divinity Code&lt;br /&gt;
|&lt;br /&gt;
|Learn two prayers of your choice from the Divine Source. These prayers count as psionic magic for you, and CHA is your magic attribute for these prayers.&lt;br /&gt;
|-&lt;br /&gt;
|Enhanced Armor&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Your Armor Rating increases by +2.&lt;br /&gt;
|-&lt;br /&gt;
|Illuminate &lt;br /&gt;
|&lt;br /&gt;
|By spending 1 AP, you can shed bright light for up to a 20 ft radius from yourself, and dim light for double that distance. Alternatively, you can choose to shine only dim light up to a 20 ft radius. This light remains until you decide to spend an additional 1 AP to end it.&lt;br /&gt;
|-&lt;br /&gt;
|Manufacturer &lt;br /&gt;
|&lt;br /&gt;
|You may cast the Minor Conjuration cantrip from the Arcane Source, but it counts as psionic for you when cast in this way.&lt;br /&gt;
|-&lt;br /&gt;
|Programmed Appraisal&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Observation tag. You cannot put more than +4 into a single skill using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|Programmed Athleticism&lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Gain +6 Skill Points that you can spend on any skills with the Athleticism or Stamina tags. You cannot put more than +4 into a single skill using this feature.&lt;br /&gt;
|-&lt;br /&gt;
|Tireless Sentinel&lt;br /&gt;
|&lt;br /&gt;
|You no longer physiologically require sleep. You must still rest your mind, however, to avoid the psychological effects of fatigue. 4 hours of quiet meditation is sufficient for you to Take a Rest, but you cannot Rest more than once per 24 hours as usual.&lt;br /&gt;
|-&lt;br /&gt;
|Tool Manifestation &lt;br /&gt;
|&lt;br /&gt;
|''Repeatable.'' Choose a tool or kit. You can produce that tool or kit from within yourself at will, but when you do, that tool or kit is considered a part of your body and can only be used by you. Gain +4 to all checks made with tools and kits that are a part of you.&lt;br /&gt;
|-&lt;br /&gt;
|Warm&lt;br /&gt;
|Illuminate&lt;br /&gt;
|By augmenting the heat produced by your advanced technological body, you may emit warmth akin to that of a campfire in a 10 ft radius around you. You may only do this when you Catch your Breath, Recoup, or Take a Rest. Creatures within the radius who are not wet do not need to make END checks against the effects of extreme cold.&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Manifestation&lt;br /&gt;
|&lt;br /&gt;
|Choose a weapon with the one-handed tag. You manifest that weapon out of the material within your own body. You cannot throw the weapon, even if it has the thrown tag, and you cannot be disarmed of this weapon unless your dominant arm is severed.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhesh</name></author>
	</entry>
</feed>