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=== Oracle Entry Talent === | === Oracle Entry Talent === | ||
After gaining the Oracle Entry talent, you can take talents from any of the Oracle tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect talents | After gaining the Oracle Entry talent, you can take talents from any of the Oracle subclass tracks. After gaining the Oracle Entry talent, you can also gain Primal Aspect specialization talents. | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 31: | Line 31: | ||
|'''Oracle Entry''' | |'''Oracle Entry''' | ||
|Character Level 2 | |Character Level 2 | ||
|When you take this entry talent, you gain the following | |When you take this entry talent, you gain the following benefits. | ||
'''Woe.''' Whenever you crit fail on a d20, gain 1 SP. This cannot exceed your max SP. You gain an inexpensive object that you use to predict the future, such as tarot cards, knuckle bones, charmed dice, lots, or cured entrails. | |||
'''Hermit.''' Gain +2 Arcana, Astrology, or Astronomy and +2 in any one skill of your choice with the observation or survival tag. | |||
'''Oracular Magic.''' Choose one: Primal or Psionic. | |||
If you choose Primal, gain Warden of the Primal unless you already have it. If you already have it, gain +1 Primal Power and +5 SP instead. | |||
If you choose Psionic, gain Adept of the Psionic unless you already have it. If you already have it, gain +1 Psionic Power and +5 SP instead. | |||
Whichever you choose, LUCK is your magic attribute. | |||
'''Oracular Power.''' Each time you level up and spend your talent point on an Oracle talent, you gain +5 SP and +1 Power in the source you chose. | |||
|''Oracle, Class Entry'' | |''Oracle, Class Entry'' | ||
|} | |} | ||
=== Druid Track === | === Druid Track === | ||
[[File: | [[File:DruidTrack.png|center|frameless|508x508px|Druid Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 54: | Line 58: | ||
|'''Star's Guidance''' | |'''Star's Guidance''' | ||
|Oracle Entry, Warden of the Primal | |Oracle Entry, Warden of the Primal | ||
|Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. Gain the Star’s Guidance ability. | |Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. | ||
Gain the Star’s Guidance ability. | |||
* '''Star’s Guidance | * '''Star’s Guidance (1/Recoup).''' Use Astronomy or Astrology in place of a skill with the survival tag. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
| Line 62: | Line 67: | ||
|Star’s Guidance | |Star’s Guidance | ||
<u>Incompatible</u>: Wyrd Wood | <u>Incompatible</u>: Wyrd Wood | ||
|Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the divine tag, gain +1 Divine Power. You have taken it upon yourself to maintain a balance between nature and deity. | |Gain the Disciple of the Divine talent if you did not already have it. Disciple of the Divine does not grant you additional SP when you gain it in this way. If you already have it, gain +1 Divine Power. | ||
In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until | Whenever you gain a talent from this track with the divine tag, gain +1 Divine Power. | ||
You have taken it upon yourself to maintain a balance between nature and deity. | |||
In combat, when you cast a primal chant or spell, gain 1 Primal Proclivity. When you cast a divine prayer or spell, gain 1 Divine Proclivity. At the end of combat, subtract the lesser number from the greater. | |||
If the difference is greater than 1, then you immediately lose 2d10 SP and can only cast magic from the Source that had higher Proclivity. You are also Sickened until you reset this ability. | |||
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest. | When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, the ability resets upon Taking a Rest. | ||
| Line 70: | Line 81: | ||
|'''Old Gods II''' | |'''Old Gods II''' | ||
|Old Gods | |Old Gods | ||
|If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. | |If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 SP instead of 2d10. If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for 1 hour. | ||
If you remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for | |||
|''Oracle, Druid, Divine'' | |''Oracle, Druid, Divine'' | ||
|- | |- | ||
| Line 77: | Line 87: | ||
|Star’s Guidance | |Star’s Guidance | ||
<u>Incompatible</u>: Old Gods | <u>Incompatible</u>: Old Gods | ||
|Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. Whenever you gain a talent from this track with the occult tag, gain +1 Occult Power. You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer. | |Gain the Initiate of the Occult talent if you did not already have it. Initiate of the Occult does not grant you additional SP when you gain it in this way. If you already have it, gain +1 Occult Power. | ||
Dark | Whenever you gain a talent from this track with the occult tag, gain +1 Occult Power. | ||
You have taken it upon yourself to draw the wood’s rot into your own soul so that the wilderness might thrive even as you suffer. | |||
Dark power triggers on a roll of 1-2 for you if it would otherwise trigger on a roll of 1. Choose two of your primal chants and one of your primal spells to gain the dark power tag. Refer to the Primeval Darkness table for the effects of the dark power on your magical ability. In combat, when you cast a chant or spell without the dark power tag, gain 1 Light Proclivity. When you cast a chant or spell with the dark power tag, gain 1 Dark Proclivity. At the end of combat, subtract the lesser number from the greater. If the difference is greater than 1, then you immediately lose 2d10 HP and can only cast magic with or without the dark power tag (whichever Proclivity was stronger). You are also Sickened until you reset this ability. | |||
When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest. | When you Recoup, you may forego the normal benefits of Recouping to reset this ability. Otherwise, this ability resets when you Take a Rest. | ||
| Line 85: | Line 99: | ||
|'''Wyrd Wood II''' | |'''Wyrd Wood II''' | ||
|Wyrd Wood | |Wyrd Wood | ||
|Choose 1-2 additional primal chants and 1-2 additional primal spells to gain | |Choose 1-2 additional primal chants and 1-2 additional primal spells to gain dark power, gaining their effects from the Primeval Darkness table. | ||
If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. | If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. | ||
Whenever you spend SP on a spell with the dark power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself. | Whenever you spend SP on a spell with the dark power tag in combat, you may choose an ally within 30 ft of you that you can see to gain 1d8 Shield HP as you draw negative energy into yourself. | ||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
| Line 92: | Line 107: | ||
|'''Star's Guidance II''' | |'''Star's Guidance II''' | ||
|Druid 3 | |Druid 3 | ||
|Gain +2 Skill Points in either Astrology or Astronomy. Star’s Guidance becomes 2/Recoup. | |Gain +2 Skill Points in either Astrology or Astronomy. | ||
Star’s Guidance becomes 2/Recoup. | |||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Star's Redirection''' | |'''Star's Redirection''' | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|(1/Rest) When you fail a Foraging, | |Gain the Star’s Redirection ability. | ||
* '''Star’s Redirection (1/Rest).''' When you fail a Foraging, Navigating, or Sheltering check, treat it as if it were the lowest tier of a successful outcome. | |||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Third Eye''' | |'''Third Eye''' | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | ||
Learn one | Learn one divining spell from any source. This counts as primal when you cast it. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Beast Form''' | |'''Beast Form''' | ||
|Star’s Guidance II | |Star’s Guidance II | ||
|(1/Rest) You can cast [[Polymorph]] on yourself without spending SP, but | |Gain the Beast Form ability. | ||
* '''Beast Form (1/Rest).''' You can cast [[Polymorph]] on yourself without spending SP, but you can only target yourself and can only turn into your choice of creature that is Small or smaller, is appropriate to your current habitat or the habitat of your youth, and does not have a ML (such as a squirrel, sparrow, or mundane scorpion). | |||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
| Line 118: | Line 138: | ||
|'''Wyrd Wood III''' | |'''Wyrd Wood III''' | ||
|Druid 5, Wyrd Wood II | |Druid 5, Wyrd Wood II | ||
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain | |Choose 0-2 additional primal chants and 0-2 additional primal spells to gain dark power, gaining their effects from the Primeval Darkness menu. | ||
The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities. | The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities. | ||
When | |||
When dark power triggers and you suffer the consequences, every ally within 30 ft of you gains 1d8 Shield HP as you draw in the negative energy. | |||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
|- | |- | ||
|'''Mystic Druid''' | |'''Mystic Druid''' | ||
| | |Old Gods III or Wyrd Wood III | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot gain Death Points from poison or disease. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | ||
You cannot gain Death Points from poison or disease. | |||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Star's Guidance III''' | |'''Star's Guidance III''' | ||
|Mystic Druid | |Mystic Druid | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. You cannot become lost except by magical means. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | ||
You cannot become lost except by magical means. | |||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Beast Form II''' | |'''Beast Form II''' | ||
|Mystic Druid, Beast Form | |Mystic Druid, Beast Form | ||
|When you use Beast Form, you can become a | |When you use Beast Form, you can become a creature with only the beast tag of ML 1 or lower. Beast Form becomes 3/Rest. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Mystic Druid II''' | |'''Mystic Druid II''' | ||
| | | Star's Guidance III or Beast Form II | ||
| | |Your natural lifespan doubles. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Old Gods IV''' | |'''Old Gods IV''' | ||
|Mystic Druid II, Old Gods III | |Mystic Druid II, Old Gods III | ||
|If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. | |If you suffer the penalty from imbalanced Proclivities, you lose 1d6 SP instead of 1d10. | ||
Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for | Moreover, if you remain within the difference, you regain 1d10 SP and have +1 TA on all d20 rolls for 1 hour. | ||
|''Oracle, Druid, Divine'' | |''Oracle, Druid, Divine'' | ||
|- | |- | ||
|'''Wyrd Wood IV''' | |'''Wyrd Wood IV''' | ||
|Mystic Druid II, Wyrd Wood III | |Mystic Druid II, Wyrd Wood III | ||
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain | |Choose 0-2 additional primal chants and 0-2 additional primal spells to gain dark power, gaining their effects from the Primeval Darkness menu. | ||
You may | Gain the Primeval Bargain ability. | ||
* '''Primeval Bargain.''' You may roll 2d20 and take the higher on your magic ability attack in exchange for taking the dark power effect regardless of your roll. | |||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
|- | |- | ||
|'''Mystic Druid III''' | |'''Mystic Druid III''' | ||
| | |Old Gods IV or Wyrd Wood IV | ||
| | |Gain Immune Poison and Immune Disease. | ||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
|- | |- | ||
|'''Star's Guidance IV''' | |'''Star's Guidance IV''' | ||
|Mystic Druid III, Star’s Guidance III | |Mystic Druid III, Star’s Guidance III | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | ||
You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors. | You cannot become lost, including by magical means. Furthermore, while you concentrate on the sky and are not actively engaged in another task, you can always see the stars in the sky, even if it is daytime or you are indoors. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
| Line 170: | Line 193: | ||
|'''Beast Form III''' | |'''Beast Form III''' | ||
|Mystic Druid III, Beast Form II | |Mystic Druid III, Beast Form II | ||
|When you use Beast Form, you can become a | |When you use Beast Form, you can become a creature with only the beast tag of ML 3 or lower. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Mystic Druid IV''' | |'''Mystic Druid IV''' | ||
| | |Star's Guidance IV or Beast Form III | ||
| | |Your natural lifespan increases tenfold, instead of being doubled. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Old Gods V''' | |'''Old Gods V''' | ||
|Mystic Druid IV, Old Gods IV | |Mystic Druid IV, Old Gods IV | ||
|The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. You gain the normal benefits of a Recoup as well as restoring balance when necessary | |The difference between Proclivities must be greater than 3 for you to suffer the penalty from imbalanced Proclivities. | ||
You gain the normal benefits of a Recoup as well as restoring balance when necessary. | |||
|''Oracle, Druid, Divine'' | |''Oracle, Druid, Divine'' | ||
|- | |- | ||
|'''Wyrd Wood V''' | |'''Wyrd Wood V''' | ||
|Mystic Druid IV, Wyrd Wood IV | |Mystic Druid IV, Wyrd Wood IV | ||
|Choose 0-2 additional primal chants and 0-2 additional primal spells to gain | |Choose 0-2 additional primal chants and 0-2 additional primal spells to gain dark power, gaining their effects from the Primeval Darkness menu. | ||
The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using | The difference between Proclivities must be greater than 3 for you to suffer the penalty. When allies gain Shield HP from you using dark power, they also gain the Protected condition until the end of your next turn. | ||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
|- | |- | ||
|'''Archdruid''' | |'''Archdruid''' | ||
| | |Old Gods V or Wyrd Wood V | ||
|As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. | |As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. | ||
When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight. | When you sleep, you can enter a trance that lets you meditate and contemplate planar entities. Gain three abilities: Contemplate, After the Ashes, and Primeval Foresight. | ||
* '''Contemplate | * '''Contemplate''' '''(1/Week).''' You can reselect any primal, psionic, divine, and occult spells that you know. | ||
* '''After the Ashes.''' | * '''After the Ashes (1/Rest).''' Each time you finish Taking a Rest, if your primal spells have dark power, you can choose whether they keep it, remove it, or gain a different dark power effect. | ||
* '''Primeval Foresight | * '''Primeval Foresight''' '''(1/Month).''' You can reassign some or all of your Oracle talents. | ||
* | * '''''Level 30:''''' Your lifespan increases tenfold – including the bonus to your lifespan that this track already granted. | ||
|''Oracle, Druid, '''Capstone''''' | |''Oracle, Druid, '''Capstone''''' | ||
|} | |} | ||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+Primeval Darkness Chart | |+ | ||
Primeval Darkness Chart | |||
!Name | !Name | ||
!Type of Magic | !Type of Magic | ||
| Line 207: | Line 232: | ||
|'''Abrasive Chant''' | |'''Abrasive Chant''' | ||
|''Chant that deals damage'' | |''Chant that deals damage'' | ||
|Gain | |Gain +1 TA on the attack roll. | ||
* '''Dark Power:''' | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, you suffer the damage instead. | ||
|- | |- | ||
|'''Pashak Nurturance''' | |'''Pashak Nurturance''' | ||
|''Chant that does not deal damage'' | |''Chant that does not deal damage'' | ||
|If you do not suffer | |If you do not suffer dark power, you become Protected until the end of your next turn. | ||
* '''Dark Power:''' | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, you suffer 1d6 necrotic damage. If this had the nature or weather tag, then the nature in the area withers a little or the weather grows sour and corrupt. | ||
|- | |- | ||
|'''Wyrd Chant''' | |'''Wyrd Chant''' | ||
|''Chant that imposes negative condition'' | |''Chant that imposes negative condition'' | ||
|Gain TA on the attack roll. | |Gain +1 TA on the attack roll. | ||
* '''Dark Power:''' | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, you suffer the condition for the written duration instead. | ||
|- | |- | ||
|'''Dark Faerie’s Gambit''' | |'''Dark Faerie’s Gambit''' | ||
|''Chant that targets an ally'' | |''Chant that targets an ally'' | ||
|Extend the duration by 1 round if successful. | |Extend the duration by 1 round if successful. | ||
* '''Dark Power:''' Roll | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, you instead deal 1d4 psychic damage to your ally and yourself. | ||
|- | |- | ||
|'''Abrasive Spell''' | |'''Abrasive Spell''' | ||
|''Spell that deals damage to one creature'' | |''Spell that deals damage to one creature'' | ||
|Gain TA on the attack roll. | |Gain +1 TA on the attack roll. | ||
* '''Dark Power:''' | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, you suffer the damage instead. | ||
|- | |- | ||
|'''Wrath of the Ashyidir''' | |'''Wrath of the Ashyidir''' | ||
|''Spell that deals | |''Spell that deals damage to an area'' | ||
|Gain TA on the attack roll. | |Gain +1 TA on the attack roll. | ||
* '''Dark Power:''' | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, you cast the spell and it is centered on you. | ||
|- | |- | ||
|'''Wyrd Spell''' | |'''Wyrd Spell''' | ||
|''Spell that imposes a negative condition'' | |''Spell that imposes a negative condition'' | ||
|Gain TA on the attack roll. | |Gain +1 TA on the attack roll. | ||
* '''Dark Power:''' | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, you suffer the condition for the written duration instead. | ||
|- | |- | ||
|'''Wyrd Reconstruction''' | |'''Wyrd Reconstruction''' | ||
|''Spell that heals'' | |''Spell that heals'' | ||
|If successful, the spell adds | |If successful, the spell adds healing equal to 1⁄2 your LUCK. | ||
* '''Dark Power:''' Roll 1d20 | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, the spell deals necrotic damage equal to the amount it would have healed. | ||
|- | |- | ||
|'''Shibmar Attunement''' | |'''Shibmar Attunement''' | ||
|''Spell that targets self or an ally and doesn’t heal'' | |''Spell that targets self or an ally and doesn’t heal'' | ||
|If successful, the target gains +5 ft speed and TA for the duration. | |If successful, the target gains +5 ft speed and +1 TA for the duration. | ||
* '''Dark Power:''' Roll 1d20 | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, the Shibmar Conclave is angry that you stole power from it. For the next 24 hours, creatures with the beast or monstrosity tag are likely to treat you with hostility as they are supernaturally aware of your transgressions. | ||
|- | |- | ||
|'''Chaotic Commune''' | |'''Chaotic Commune''' | ||
|''Spell that summons'' | |''Spell that summons'' | ||
|The creature you can summon with this spell can be 1 ML higher than normal. | |The creature you can summon with this spell can be 1 ML higher than normal. | ||
* '''Dark Power:''' Roll 1d20 | * '''Dark Power:''' Roll 1d20. On a roll of 5 or lower, instead of summoning the creature you intended, you summon a creature with the fiend or eldritch tag of the MC’s choice that has an ML equal to or less than the creature you would have summoned. It is hostile to you and your allies. | ||
|} | |} | ||
=== Elementalist Track === | === Elementalist Track === | ||
[[File: | [[File:ElamentalistTrack.png|center|frameless|447x447px|Elementalist Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 278: | Line 303: | ||
|Gain the Elemental Affinity ability. | |Gain the Elemental Affinity ability. | ||
* '''Elemental Affinity | * '''Elemental Affinity (2/Rest).''' When you take elemental damage, you can spend 1 Reactive AP to gain Affinity to it (including the damage you just took) for 1 minute. The first time you deal any type of damage with a weapon after taking damage for which you have Affinity, you deal +1d6 damage of that type. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Season's Givings''' | |'''Season's Givings''' | ||
|Elemental Affinity | |Elemental Affinity | ||
|You grow more in tune with the natural world. Gain Resist 3 to a damage type based on what season it is: Spring = radiant, Summer = fire, Autumn = necrotic, and Winter = cold. | |You grow more in tune with the natural world. Gain Resist +3 to a damage type based on what season it is: Spring = radiant, Summer = fire, Autumn = necrotic, and Winter = cold. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Repurpose Damage''' | |'''Repurpose Damage''' | ||
|Elemental Affinity | |Elemental Affinity | ||
|Gain one of the abilities with the Repurpose Damage I tag from the | |Gain one of the abilities with the Repurpose Damage I tag from the Repurpose Damage Abilities table. When you are hit with the corresponding type of damage, you can activate that ability for 1 Reactive AP. You can use any abilities with a Repurpose Damage tag that you know 2/Rest collectively. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Siphon Damage''' | |'''Siphon Damage''' | ||
|Repurpose Damage | |Repurpose Damage | ||
|''Repeatable.'' Gain another Repurpose Damage ability | |''Repeatable.'' Gain another Repurpose Damage ability with a tag that you have access to. | ||
|''Oracle, Elementalist, Repeatable'' | |''Oracle, Elementalist, Repeatable'' | ||
|- | |- | ||
|'''Elemental Affinity II''' | |'''Elemental Affinity II''' | ||
|Elemental Affinity, Elementalist 4 | |Elemental Affinity, Elementalist 4 | ||
|You can use Elemental Affinity on allies within 15 ft of you | |You can use Elemental Affinity on allies within 15 ft of you. Elemental Affinity becomes 1⁄2 LUCK/Rest. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Repurpose Damage II''' | |'''Repurpose Damage II''' | ||
|Elemental Affinity II, Repurpose Damage | |Elemental Affinity II, Repurpose Damage | ||
|Gain another Repurpose Damage ability | |Gain another Repurpose Damage ability with a tag that you have access to. You may now choose any with the Repurpose Damage II tag. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Elemental Affinity III''' | |'''Elemental Affinity III''' | ||
|Elemental Affinity II | |Elemental Affinity II | ||
| | |Gain the Elemental Strikes ability. | ||
* '''Elemental Strikes | * '''Elemental Strikes (2/Rest).''' While Elemental Affinity is active, deal +1d6 damage of the Affinity type for the duration of your Affinity. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Protective Elementalist''' | |'''Protective Elementalist''' | ||
|Elemental Affinity III, Repurpose Damage II | |Elemental Affinity III, Repurpose Damage II | ||
|Repurpose Damage becomes | |Repurpose Damage becomes 1⁄2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take the corresponding type of damage. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
| Line 325: | Line 350: | ||
|'''Elemental Affinity IV''' | |'''Elemental Affinity IV''' | ||
|Elemental Affinity III, Elementalist 9 | |Elemental Affinity III, Elementalist 9 | ||
|Regain one use of Elemental Affinity upon Recouping. | |Regain one use of Elemental Affinity upon Recouping. | ||
Affinity can work on energy damage as well. | Your Elemental Affinity can work on energy damage as well. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Absorb Explosion''' | |'''Absorb Explosion''' | ||
|Elemental Affinity IV | |Elemental Affinity IV | ||
|(1/Rest) When you take elemental damage that | |Gain the Absorb Explosion ability. | ||
* '''Absorb Explosion (1/Rest).''' When you take elemental damage that also damages other creatures, you can cause all other creatures to halve the damage that they took from the blast. On your next turn, you can spend 3 AP to make a special attack in a 60 ft line. Make a LUCK attack against the REF of each creature in the line, dealing 3d6 damage of that elemental type on a hit and 1⁄2 damage on a miss. | |||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Repurpose Damage III''' | |'''Repurpose Damage III''' | ||
|Elemental Affinity IV, Repurpose Damage II | |Elemental Affinity IV, Repurpose Damage II | ||
|Gain | |Gain another Repurpose Damage ability with a tag that you have access to. You may now choose any with the Repurpose Damage III tag. | ||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Elemental Affinity V''' | |'''Elemental Affinity V''' | ||
|Elemental Affinity IV, Elementalist 13 | |Elemental Affinity IV, Elementalist 13 | ||
|(2/Rest) Elemental | |Gain the Elemental Conflation ability. | ||
* '''Elemental Conflation (2/Rest).''' You may now deal your +1d6 damage from Elemental Affinity with a magical ability that deals damage. This additional damage can be of your Affinity damage type or the normal damage type for that spell. | |||
|''Oracle, Elementalist'' | |''Oracle, Elementalist'' | ||
|- | |- | ||
|'''Elemental Mastery''' | |'''Elemental Mastery''' | ||
|Elemental Affinity V | |Elemental Affinity V | ||
|You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself | |You are a master of all elements, and can blend them together with impeccable ease. The archfae from Ashyidir Conclave itself looks upon you as skillful in their arts. | ||
Regain one use of Elemental Affinity each time you Recoup. | Regain one use of Elemental Affinity each time you Recoup. Choose one of your Repurpose Damage abilities. It can be used indefinitely and does not expend uses of your Repurpose Damage ability. | ||
Finally, gain the Superior Affinity ability. | |||
* '''Superior Affinity (1/Rest).''' Affinity negates all damage of that type and heals you for 1⁄2 the total damage instead. | |||
* '''''Level 30:''''' Superior Affinity becomes 1/Recoup. | |||
* '' | |||
|''Oracle, Elementalist, '''Capstone''''' | |''Oracle, Elementalist, '''Capstone''''' | ||
|} | |} | ||
| Line 365: | Line 394: | ||
|'''Ice Armor''' | |'''Ice Armor''' | ||
|When you take cold damage, gain DR 4/Fire for 1 minute. | |When you take cold damage, gain DR 4/Fire for 1 minute. | ||
|'' | |''Repurpose Damage I'' | ||
|- | |- | ||
|'''Corrosive Strikes''' | |'''Corrosive Strikes''' | ||
|When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute | |When you take corrosive damage, you can corrode your attacks. When attacking a single creature, ignore up to Resist 4 of any kind for 1 minute. | ||
|'' | |''Repurpose Damage I'' | ||
|- | |- | ||
|'''Heat Aura''' | |'''Heat Aura''' | ||
|When you take fire damage, gain DR 4/Cold for 1 minute | |When you take fire damage, gain DR 4/Cold for 1 minute. | ||
|'' | |''Repurpose Damage I'' | ||
|- | |- | ||
|'''Flaming Shield''' | |'''Flaming Shield''' | ||
|When you would gain the Burning condition, you may instead cast the [[Fire Shield]] spell as if it were primal or psionic without spending SP | |When you would gain the Burning condition, you may instead cast the [[Fire Shield]] arcane spell as if it were primal or psionic without spending SP. | ||
|'' | |''Repurpose Damage I'' | ||
|- | |- | ||
|'''Lightning Fast''' | |'''Lightning Fast''' | ||
|When you take lightning damage, gain +4 AP on your next turn | |When you take lightning damage, gain +4 AP on your next turn. | ||
|'' | |''Repurpose Damage I'' | ||
|- | |- | ||
|'''Sickening Strikes''' | |'''Sickening Strikes''' | ||
|When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn. | |When you take toxic damage, you can make your attacks toxic. For 1 minute when you attack a single target and hit, the target is Sickened until the end of its next turn. | ||
|'' | |''Repurpose Damage I'' | ||
|- | |- | ||
|'''Blood Permeation''' | |'''Blood Permeation''' | ||
|When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter). | |When you would gain the Bleeding condition, you can instead regain HP equal to the amount of damage you would take, for 1 minute or until your Bleeding condition would otherwise end (whichever is shorter). | ||
|'' | |''Repurpose Damage II'' | ||
|- | |- | ||
|'''Blunt Force Armor''' | |'''Blunt Force Armor''' | ||
|When you take | |When you take blunt damage, you can convert the force into stone that encases your skin. Gain +3 AR for 1 minute. | ||
|'' | |''Repurpose Damage II'' | ||
|- | |- | ||
|'''Bodily Necrosis''' | |'''Bodily Necrosis''' | ||
|When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn. | |When you take necrotic damage, you can weaken your enemies. For 1 minute when you attack a single creature and hit, that creature is Dazed until the end of its next turn. | ||
|'' | |''Repurpose Damage III'' | ||
|- | |- | ||
|'''Psychic Resonance''' | |'''Psychic Resonance''' | ||
|When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute. | |When you take psychic damage, you can surround yourself in a psychic field. You cannot be Charmed, Enthralled, or Shaken for 1 minute. | ||
|'' | |''Repurpose Damage III'' | ||
|- | |- | ||
|'''Irradiated Aura''' | |'''Irradiated Aura''' | ||
|When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp. | |When you take radiant damage, you burst into radiance for 1 minute. Shed bright light for 30 ft, dim light for 30 ft beyond that, and gain Resist 5 Ammunition. If this causes ammunition to miss, it is burnt to a crisp. | ||
|'' | |''Repurpose Damage III'' | ||
|- | |- | ||
|'''Sonorous Strikes''' | |'''Sonorous Strikes''' | ||
|When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller. | |When you take sonic damage, your attacks become thunderous. For 1 minute when you attack a single creature and hit, that creature also falls Prone if it is Huge or smaller. | ||
|'' | |''Repurpose Damage III'' | ||
|} | |} | ||
=== Fate Track === | === Fate Track === | ||
[[File: | [[File:FateTrack.png|center|frameless|471x471px|Fate Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 422: | Line 451: | ||
|'''Thread Of Fate''' | |'''Thread Of Fate''' | ||
|Oracle Entry | |Oracle Entry | ||
| | |You can spend Luck Points to reroll allies’ d20 rolls when they are within 60 ft of you. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal''' | |'''Weal''' | ||
|Thread of Fate | |Thread of Fate | ||
| | |When you crit on a d20 roll, gain 1 SP. This cannot exceed your max SP. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal II - Skills''' | |'''Weal II - Skills''' | ||
|Weal | |Weal | ||
|Your crit range on skills increases by 1. | |Your crit range on skills increases by +1. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal II - Spells''' | |'''Weal II - Spells''' | ||
|Weal | |Weal | ||
|Your crit range on spells increases by 1. | |Your crit range on spells increases by +1. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal III - Chants''' | |'''Weal III - Chants''' | ||
|Weal II - | |Weal II - Any | ||
|Your crit range on chants increases by 1. | |Your crit range on chants increases by +1. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal III - Weapons''' | |'''Weal III - Weapons''' | ||
|Weal II - | |Weal II - Any | ||
|Your crit range on weapons increases by 1. | |Your crit range on weapons increases by +1. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal IV - Fortune's Favor''' | |'''Weal IV - Fortune's Favor''' | ||
|Weal III- | |Weal III- Any | ||
|When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal. | |When you cast a spell that does not require a d20 roll, you may roll 1d20 anyway to attempt to trigger Woe or Weal. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Weal IV - Invocations''' | |'''Weal IV - Invocations''' | ||
|Weal III- | |Weal III- Any | ||
|Your crit range on invocations increases by 1. | |Your crit range on invocations increases by +1. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Thread of Fate II''' | |'''Thread of Fate II''' | ||
|Weal IV - | |Weal IV - Any | ||
|Gain the Bane of Fate ability. | |Gain the Bane of Fate ability. | ||
* '''Bane of Fate | * '''Bane of Fate (2/Rest).''' You can spend Luck Points to reroll enemies’ d20 rolls when they are within 60 ft of you. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 478: | Line 503: | ||
|'''Thread Of Fate III''' | |'''Thread Of Fate III''' | ||
|Woe Is Me | |Woe Is Me | ||
| | |Thread of Fate and Bane of Fate extend to 90 ft range. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 488: | Line 513: | ||
|'''Great Weal''' | |'''Great Weal''' | ||
|Thread of Fate IV | |Thread of Fate IV | ||
|Choose one Weal | |Choose one Weal benefit that you already have: Skills, Spells, Chants, Weapons, or Invocations. Increase your crit range on that choice by +1. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 495: | Line 520: | ||
|Gain the Ambient Luck ability. | |Gain the Ambient Luck ability. | ||
* '''Ambient Luck | * '''Ambient Luck (LUCK/Rest).''' When an ally crits within 30 ft of you, regain 1 SP. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 502: | Line 527: | ||
|Gain the Manipulate Chance ability. | |Gain the Manipulate Chance ability. | ||
* '''Manipulate Chance.''' You may spend 4 SP to regain an expended Luck | * '''Manipulate Chance.''' You may spend 4 SP to regain an expended Luck Point. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Turn Of Fortune''' | |'''Turn Of Fortune''' | ||
|Manipulate Chance | |Manipulate Chance | ||
| | |When you roll multiple d20s (e.g., you are Sickened), you apply Weal/Woe to all rolls, even though you only use one die to determine the outcome of the roll. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 516: | Line 539: | ||
|Gain the Fated ability. | |Gain the Fated ability. | ||
* '''Fated.''' Before rolling a d20, call out even or odd. If you are correct, gain +1 on the roll. | * '''Fated.''' Before rolling a d20, call out even or odd on the die roll. If you are correct, gain +1 on the roll. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 530: | Line 553: | ||
|- | |- | ||
|'''Portent''' | |'''Portent''' | ||
|Great Weal | |Great Weal, LUCK 2 | ||
| | |Regain 1 Luck Point when you Recoup. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Portent II''' | |'''Portent II''' | ||
|Portent | |Portent, LUCK 4 | ||
|Portent becomes: Regain 2 Luck | |Portent becomes: Regain 2 Luck Points when you Recoup. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Portent III''' | |'''Portent III''' | ||
|Portent II | |Portent II, LUCK 6 | ||
|Portent becomes: Regain 3 Luck | |Portent becomes: Regain 3 Luck Points when you Recoup. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Overcome Woe''' | |'''Overcome Woe''' | ||
|Turn of Fortune, Fated III, or Portent III | |Turn of Fortune, Fated III, or Portent III | ||
|When | |When Woe activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Grand Weal''' | |'''Grand Weal''' | ||
|Overcome Woe | |Overcome Woe | ||
|Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) | |Throughout select circles of oracles, mystics, and certain religious orders, you are known to be blessed by deities and/or preternaturally lucky through manipulating your own Essence. (Your precise reputation depends upon your character’s backstory, beliefs, personality, and in-world connections.) | ||
The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection. | The choice you made for Great Weal increases its crit range to the maximum possible crit range: you crit on a roll of 16-20 with your selection. | ||
* '''Level 30:''' The final cap for your LUCK increases from 12 to 14. | * '''''Level 30:''''' The final cap for your LUCK increases from 12 to 14. | ||
|''Oracle, Fate, '''Capstone''''' | |''Oracle, Fate, '''Capstone''''' | ||
|} | |} | ||
=== Guide Track === | === Guide Track === | ||
[[File: | [[File:GuideTrack.png|center|frameless|473x473px|Guide Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 571: | Line 592: | ||
|Gain +2 Skill Points in any skill. Gain the Mentor ability. | |Gain +2 Skill Points in any skill. Gain the Mentor ability. | ||
* '''Mentor | * '''Mentor (AWR/Rest).''' You can spend 1 AP to lose X points in a Skill to give X points in that skill to one ally that you touch. This lasts for 2 hours, whereupon your ally loses that bonus and you regain your normal Skill Points. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
| Line 581: | Line 602: | ||
|'''Mystic Support''' | |'''Mystic Support''' | ||
|Reactive Instruction | |Reactive Instruction | ||
|When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. | |When you end your turn with 0 AP, gain 1 special Mystic Support AP that acts as Reactive AP. You lose this AP at the start of your next turn. | ||
You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. | You can only gain one source of special AP. If you gain a second source of special AP, choose whether you keep this source or your new source. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
| Line 597: | Line 619: | ||
|'''Wakeful Serenity''' | |'''Wakeful Serenity''' | ||
|Mystic Support II | |Mystic Support II | ||
| | |The first time you roll against Fatigue after Recouping, roll 2d20 and take the higher result. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
| Line 614: | Line 634: | ||
|'''Magical Mentor''' | |'''Magical Mentor''' | ||
|Talented Mentor | |Talented Mentor | ||
|Learn | |Learn another spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick a spell, expend SP, and that creature can cast that spell 1 time during their mentorship. They must spend the spell’s normal AP, but not SP, to do so. You lose access to that spell for the duration. | ||
The recipient of this spell uses their magic attribute, or AWR if they do not have one. | |||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Guide''' | |'''Guide''' | ||
|Magical Mentor | |Magical Mentor | ||
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you may split your X Skill Points between two | Incompatibilities: Apprentice | ||
|Gain +2 Skill Points in any skill. | |||
When you use your Mentor ability, you may split your X Skill Points between two allies, giving them each 1⁄2 X. | |||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Guide II''' | |'''Guide II''' | ||
|Guide | |Guide | ||
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you | |Gain +2 Skill Points in any skill. | ||
When you use your Mentor ability, you may give two allies X Skill Points, instead of 1⁄2 X. | |||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Guide III''' | |'''Guide III''' | ||
|Guide II | |Guide II | ||
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose three | |Gain +2 Skill Points in any skill. | ||
When you use your Mentor ability, you can choose three allies within 10 ft of you to gain X Skill Points. | |||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Guide IV''' | |'''Guide IV''' | ||
|Guide III | |Guide III | ||
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you can choose five | |Gain +2 Skill Points in any skill. | ||
When you use your Mentor ability, you can choose five allies within 10 ft of you to X Skill Points. | |||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Apprentice''' | |'''Apprentice''' | ||
|Magical Mentor | |Magical Mentor | ||
|Gain +2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills. | Incompatibilities: Guide | ||
|Gain +2 Skill Points in any skill. | |||
When you use your Mentor ability, you may lose Skill Points in two skills, granting the creature that you touch bonus Skill Points in both of those skills. | |||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
| Line 656: | Line 690: | ||
|Gain +2 Skill Points in any Skill. Gain the Expert Guidance ability. | |Gain +2 Skill Points in any Skill. Gain the Expert Guidance ability. | ||
* '''Expert Guidance | * '''Expert Guidance (1/Rest).''' When you use your Mentor ability, the target creature gains double the Skill Points in one skill that you lend to them. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
| Line 671: | Line 705: | ||
|'''Magical Mentor II''' | |'''Magical Mentor II''' | ||
|Talented Mentor II | |Talented Mentor II | ||
|Learn | |Learn another spell from the source of magic that you chose when you took Oracle Entry. When you Mentor someone, you can pick one spell and one chant or invocation, expend SP for the spell (and a use of your invocations if selected), and one creature that you Mentored can cast those abilities one time each during their mentorship. You lose access to the magical abilities for that time. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Superior Mentor''' | |'''Superior Mentor''' | ||
|Magical Mentor II | |Magical Mentor II | ||
|You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. | |You are known across vast swathes of your continent as a brilliant mentor. Kings seek your counsel, and wealthy merchants and nobles dream of having you tutor their children for an afternoon. Your reputation is often sufficient to curry favors with nobles and to arrange meetings with people of import the day that you request such meetings. | ||
Gain +12 Skill Points that you can spend on any skills of your choice. You may use your Mentor ability indefinitely. | Gain +12 Skill Points that you can spend on any skills of your choice. You may use your Mentor ability indefinitely. | ||
People who train with you for at least 1 hour per day and at least 4 days per week can gain 1 Skill Point per month in any skill for which you have at least a +10. | |||
* '''Level 30:''' When you use your Mentor ability, receiving creatures gain | People who train with you for at least 1 hour per day and at least 4 days per week can gain +1 Skill Point per month in any skill for which you have at least a +10. | ||
* '''''Level 30:''''' When you use your Mentor ability, receiving creatures gain additional Skill Points equal to your AWR in the Skill Points they gain from you. (This cannot exceed the maximum +20 Skill Point cap unless you have Apprentice III). | |||
|''Oracle, Guide, '''Capstone''''' | |''Oracle, Guide, '''Capstone''''' | ||
|} | |} | ||
<nowiki>*</nowiki>''Updated to v1.2'' | |||
== Additional Subclass Tracks == | == Additional Subclass Tracks == | ||