7,689
edits
No edit summary |
No edit summary |
||
| (7 intermediate revisions by 2 users not shown) | |||
| Line 49: | Line 49: | ||
=== Druid Track === | === Druid Track === | ||
[[File: | [[File:DruidTrack.png|center|frameless|508x508px|Druid Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 145: | Line 145: | ||
|- | |- | ||
|'''Mystic Druid''' | |'''Mystic Druid''' | ||
| | |Old Gods III or Wyrd Wood III | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | ||
You cannot gain Death Points from poison or disease. | You cannot gain Death Points from poison or disease. | ||
| Line 151: | Line 151: | ||
|- | |- | ||
|'''Star's Guidance III''' | |'''Star's Guidance III''' | ||
|Mystic Druid | |Mystic Druid | ||
|Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | ||
You cannot become lost except by magical means. | You cannot become lost except by magical means. | ||
| Line 162: | Line 162: | ||
|- | |- | ||
|'''Mystic Druid II''' | |'''Mystic Druid II''' | ||
| | | Star's Guidance III or Beast Form II | ||
|Your natural lifespan doubles. | |Your natural lifespan doubles. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
| Line 181: | Line 181: | ||
|- | |- | ||
|'''Mystic Druid III''' | |'''Mystic Druid III''' | ||
| | |Old Gods IV or Wyrd Wood IV | ||
|Gain Immune Poison and Immune Disease. | |Gain Immune Poison and Immune Disease. | ||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
| Line 197: | Line 197: | ||
|- | |- | ||
|'''Mystic Druid IV''' | |'''Mystic Druid IV''' | ||
| | |Star's Guidance IV or Beast Form III | ||
|Your natural lifespan increases tenfold, instead of being doubled. | |Your natural lifespan increases tenfold, instead of being doubled. | ||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
| Line 214: | Line 214: | ||
|- | |- | ||
|'''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. | ||
| Line 292: | Line 292: | ||
=== Elementalist Track === | === Elementalist Track === | ||
[[File: | [[File:ElamentalistTrack.png|center|frameless|447x447px|Elementalist Track Progression]] | ||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | !Talent | ||
| Line 394: | 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 451: | 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 507: | 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 517: | 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 524: | 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 531: | 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 545: | 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 559: | 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 600: | 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 610: | 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 626: | 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 643: | 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 685: | 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 700: | 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 == | ||