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[[File:Elf Oracle.png|thumb|Alanákalai Eyarie, prophet]] | |||
''<big>"Knowledge is both a gift and a curse. Do not seek to understand the future, as this can never be known, but instead to understand the currents that shape it. May the wisdom of the stars guide your steps towards a future that beets goodness." -[[Alanakalai “Knack” Eyarie|Alanákalai Eyarie]], prophet</big>'' | |||
Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision. | |||
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying? | |||
''' | '''<u><big>Oracle Tracks</big></u>''' | ||
''' | '''[[Oracle#Druid Track|Druid.]]''' You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within. | ||
''' | [[Oracle#Elementalist Track|'''Elementalist'''.]] You capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields. | ||
'''[[Oracle#Fate Track|Fate.]]''' Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate. | |||
[[Oracle#Guide Track|'''Guide'''.]] Whether a mysterious mentor or an eclectic professor, you instruct your pupils in various skills and techniques, helping them all to improve. | |||
'''[[Oracle#Tarot Reader Track|Tarot Reader.]]''' ''Harker's Guide to Vampire Hunting.'' You use tarot to sway the ebb and flow of fate. Destiny is written in the cards, and you have learned how to read them... and to reshuffle them. | |||
== Core Subclass Tracks == | |||
=== Oracle Entry Talent === | |||
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 | ||
!PreReq | !PreReq | ||
! | !Description | ||
!Tags | |||
|- | |- | ||
| | |'''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'' | |||
|} | |} | ||
=== Druid Track === | |||
[[File:DruidTrack.png|center|frameless|508x508px|Druid Track Progression]] | |||
{| class="wikitable" | {| class="wikitable" | ||
! | !Talent | ||
!PreReq | !PreReq | ||
! | !Description | ||
!Tags | !Tags | ||
|- | |- | ||
|'''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. | |Pick Astronomy or Astrology. Gain +2 Skill Points in that skill. | ||
'''Star’s Guidance | Gain the Star’s Guidance ability. | ||
* '''Star’s Guidance (1/Recoup).''' Use Astronomy or Astrology in place of a skill with the survival tag. | |||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''Old | |'''Old Gods''' | ||
|Star’s Guidance | |Star’s Guidance | ||
Incompatible: 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 | |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. | ||
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. | |||
|''Oracle, Druid, Divine'' | |''Oracle, Druid, Divine'' | ||
|- | |- | ||
|'''Old | |'''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 remain within the difference, you regain 1d6 SP and gain +1 on attribute checks for | |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. | ||
|''Oracle, Druid, Divine'' | |''Oracle, Druid, Divine'' | ||
|- | |- | ||
|'''Wyrd Wood''' | |'''Wyrd Wood''' | ||
|Star’s Guidance | |Star’s Guidance | ||
Incompatible: 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 | |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. | ||
2d10 HP and can only cast magic with or without the | |||
Sickened until | 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. | |||
|''Oracle, Druid, Occult'' | |''Oracle, Druid, Occult'' | ||
|- | |- | ||
|'''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. | ||
Whenever you spend SP on a spell with the | If you suffer the penalty from having imbalanced Proclivities, you lose 1d10 HP instead of 2d10. | ||
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'' | ||
|- | |- | ||
|'''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. Learn one | |Gain +2 Skill Points in Arcana, Astrology, or Astronomy. | ||
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 98: | 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. | ||
When | The difference between Proclivities must be greater than 2 in order for you to suffer the penalty from imbalanced Proclivities. | ||
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 | |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''' | |'''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 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. Moreover, if you remain within the difference, you regain 1d10 SP and have TA on all d20 rolls for | |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 +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. | ||
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 | |'''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. 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. | |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. | |||
|''Oracle, Druid'' | |''Oracle, Druid'' | ||
|- | |- | ||
|'''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 | |'''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 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. When you sleep, you can enter a trance that lets you | |As an archdruid, you look after the untamed wilderness with endless patience and incalculable wisdom. | ||
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''' '''(1/Week).''' You can reselect any primal, psionic, divine, and occult spells that you know. | |||
* '''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''' '''(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''''' | |||
Level 30: Your lifespan | |||
|''Oracle, Druid, Capstone'' | |||
|} | |} | ||
{| class="wikitable mw-collapsible" | |||
|+ | |||
{| class="wikitable" | Primeval Darkness Chart | ||
!Name | !Name | ||
!Type of Magic | !Type of Magic | ||
! | !Description | ||
|- | |- | ||
|Abrasive Chant | |'''Abrasive Chant''' | ||
|Chant that deals | |''Chant that deals damage'' | ||
|Gain TA on the attack roll. Dark Power: | |Gain +1 TA on the attack roll. | ||
* '''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:''' 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. Dark Power: | |Gain +1 TA on the attack roll. | ||
* '''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. Dark Power: Roll | |Extend the duration by 1 round if successful. | ||
* '''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. Dark Power: | |Gain +1 TA on the attack roll. | ||
* '''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. Dark Power: | |Gain +1 TA on the attack roll. | ||
* '''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. Dark Power: | |Gain +1 TA on the attack roll. | ||
* '''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 If successful | |''Spell that heals'' | ||
|If successful, the spell adds healing equal to 1⁄2 your LUCK. | |||
the spell deals necrotic damage equal to the amount it would have healed. | |||
* '''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. Dark Power: Roll 1d20 | |If successful, the target gains +5 ft speed and +1 TA for the duration. | ||
* '''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. Dark Power: Roll 1d20 | |The creature you can summon with this spell can be 1 ML higher than normal. | ||
* '''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 === | |||
[[File:ElamentalistTrack.png|center|frameless|447x447px|Elementalist Track Progression]] | |||
{| class="wikitable" | {| class="wikitable" | ||
! | !Talent | ||
!PreReq | !PreReq | ||
!Description | !Description | ||
| Line 235: | Line 301: | ||
|'''Elemental Affinity''' | |'''Elemental Affinity''' | ||
|Oracle Entry | |Oracle Entry | ||
|Gain Elemental Affinity. | |Gain the Elemental Affinity ability. | ||
* | * '''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 = | |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. 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. | |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 | ||
|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 | |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 (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 1⁄2 LUCK/Rest. You can expend your Repurpose Damage on an ally within 15 ft of you when they take | |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. Affinity can work on energy damage as well. | |Regain one use of Elemental Affinity upon Recouping. | ||
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/ | |Gain the Absorb Explosion ability. | ||
Rest) When you take elemental | |||
* '''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 IV, Elementalist 13 | |||
|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'' | |||
|- | |||
|'''Elemental Mastery''' | |||
|Elemental Affinity V | |||
|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. 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''''' | |||
|} | |||
{| class="wikitable mw-collapsible" | |||
|+Repurpose Damage Abilities Table | |||
!Ability | |||
!Description | |||
!Tag | |||
|- | |||
|'''Ice Armor''' | |||
|When you take cold damage, gain DR 4/Fire for 1 minute. | |||
|''Repurpose Damage I'' | |||
|- | |||
|'''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. | |||
|''Repurpose Damage I'' | |||
|- | |||
|'''Heat Aura''' | |||
|When you take fire damage, gain DR 4/Cold for 1 minute. | |||
|''Repurpose Damage I'' | |||
|- | |||
|'''Flaming Shield''' | |||
|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''' | |||
|When you take lightning damage, gain +4 AP on your next turn. | |||
|''Repurpose Damage I'' | |||
|- | |||
|'''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. | |||
|''Repurpose Damage I'' | |||
|- | |||
|'''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). | |||
|''Repurpose Damage II'' | |||
|- | |||
|'''Blunt Force Armor''' | |||
|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 === | |||
[[File:FateTrack.png|center|frameless|471x471px|Fate Track Progression]] | |||
{| class="wikitable" | {| class="wikitable" | ||
! | !Talent | ||
!PreReq | !PreReq | ||
! | !Description | ||
!Tags | !Tags | ||
|- | |- | ||
|'''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 | |'''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 | |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 (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 437: | Line 501: | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
|'''Thread Of Fate''' | |'''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'' | ||
|- | |- | ||
|'''Thread Of Fate | |'''Thread Of Fate IV''' | ||
|Thread of Fate III | |Thread of Fate III | ||
|Bane of Fate becomes 2/Recoup. | |Bane of Fate becomes 2/Recoup. | ||
| Line 449: | 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. | ||
that choice by 1. | |||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 457: | Line 520: | ||
|Gain the Ambient Luck ability. | |Gain the Ambient Luck ability. | ||
* | * '''Ambient Luck (LUCK/Rest).''' When an ally crits within 30 ft of you, regain 1 SP. | ||
|''Oracle, Fate'' | |''Oracle, Fate'' | ||
|- | |- | ||
| Line 464: | 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 478: | Line 539: | ||
|Gain the Fated ability. | |Gain the Fated ability. | ||
* | * '''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 492: | 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 | |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 | |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.) 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. | |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. | |||
* | * '''''Level 30:''''' The final cap for your LUCK increases from 12 to 14. | ||
|''Oracle, Fate, Capstone'' | |''Oracle, Fate, '''Capstone''''' | ||
|} | |} | ||
=== Guide Track === | |||
[[File:GuideTrack.png|center|frameless|473x473px|Guide Track Progression]] | |||
{| class="wikitable" | {| class="wikitable" | ||
!Talent | |||
! | |||
!PreReq | !PreReq | ||
! | !Description | ||
!Tags | !Tags | ||
|- | |- | ||
|'''Mentor''' | |'''Mentor''' | ||
|Oracle Entry | |Oracle Entry | ||
|Gain 2 Skill Points in any skill. Gain the Mentor ability. | |Gain +2 Skill Points in any skill. Gain the Mentor ability. | ||
* | * '''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'' | ||
|- | |- | ||
|'''Reactive Instruction''' | |'''Reactive Instruction''' | ||
|Mentor | |Mentor | ||
|Gain 2 Skill Points in any skill. You may use your Mentor ability reactively. | |Gain +2 Skill Points in any skill. You may use your Mentor ability reactively. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''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. 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. | |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. | |||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Mentor II''' | |'''Mentor II''' | ||
|Mystic Support | |Mystic Support | ||
|Gain 2 Skill Points in any skill. Mentor becomes AWR/ Recoup. | |Gain +2 Skill Points in any skill. Mentor becomes AWR/Recoup. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
| Line 558: | 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 569: | Line 628: | ||
|- | |- | ||
|'''Talented Mentor''' | |'''Talented Mentor''' | ||
| | |Mystic Support II | ||
|Gain one specialization talent. When you Mentor someone, you can lose access to one of your | |Gain one [[Specialization Talents|specialization talent]]. When you Mentor someone, you can lose access to one of your specialization talents to let them gain that talent. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''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'' | ||
|- | |- | ||
|'''Apprentice II''' | |'''Apprentice II''' | ||
|Apprentice | |Apprentice | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills. | |Gain +2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Apprentice III''' | |'''Apprentice III''' | ||
|Apprentice II | |Apprentice II | ||
|Gain 2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. | |Gain +2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''Apprentice IV''' | |'''Apprentice IV''' | ||
|Apprentice III | |Apprentice III | ||
|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 When you use your Mentor ability, the target creature gains | |||
* '''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 626: | Line 700: | ||
|'''Talented Mentor II''' | |'''Talented Mentor II''' | ||
|Mystic Support III | |Mystic Support III | ||
|Gain one specialization talent. When you Mentor someone, you can lose access to two of your | |Gain one [[Specialization Talents|specialization talent]]. When you Mentor someone, you can lose access to two of your specialization talents to let them gain those talents. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. | ||
|''Oracle, Guide'' | |''Oracle, Guide'' | ||
|- | |- | ||
|'''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. Gain 12 Skill Points | |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. | |||
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''''' | |||
|} | |||
<nowiki>*</nowiki>''Updated to v1.2'' | |||
== Additional Subclass Tracks == | |||
[[File:TarotReader.png|thumb|250x250px|Tarot Reader Progression]] | |||
=== Tarot Reader Track === | |||
''Source: Harker's Guide to Vampire Hunting'' | |||
You use tarot to sway the ebb and flow of fate. Destiny is written in the cards, and you have learned how to read them... and to reshuffle them. | |||
{| class="wikitable" | |||
!Talent | |||
!PreReq | |||
!Description | |||
!Tags | |||
|- | |||
|'''Tarot Deck''' | |||
|Oracle Entry | |||
|You have a 78-card tarot deck. You can use any standard tarot deck to represent this. | |||
Gain the Major Arcanas ability. | |||
* '''Major Arcanas.''' Choose a number of Major Arcanas equal to your LUCK. You “know” those Arcanas: when you reveal them using another Tarot Reader talent, you gain their special benefit. | |||
Finally, gain the Read Fortune or Combat Cards talent. | |||
|''Oracle, Tarot Reader'' | |||
|} | |||
{| class="wikitable" | |||
|'''Making a Deck''' | |||
If you do not have a tarot deck, take two playing card decks with the same backs and write the 22 major arcana names on 22 cards from one deck. Also write “Page” on one face card from each suit. Shuffle those 26 cards into the other 52-card deck to create a surrogate tarot deck. Finally, draw a vertical arrow on each card, as upside- down (or “Reversed”) cards may cause different effects. | |||
'''Tarot Spreads''' | |||
Talents in this track with the tarot spread tag will give you additional ways to use the Read Fortune ability. The process of performing a tarot reading is the same except when specifically described differently in each talent. Other talents with the tarot spread tag each mention specific “spreads”; consult the diagram after each talent to see its relevant spread. | |||
|} | |||
{| class="wikitable" | |||
|'''Arcana''' | |||
|'''Effect''' | |||
|- | |||
|Magician | |||
|You may use your LUCK to determine your REF or FORT (you choose), instead of using your DEX or END. | |||
|- | |||
|Priestess | |||
|You may ignore one Psyche talent. | |||
|- | |||
|Mother | |||
|When any creature within 20 ft of you regains HP, you also regain HP equal to 1⁄2 your LUCK. | |||
|- | |||
|Emperor | |||
|Gain +1 CHA, which can exceed your attribute cap. Deal +3 psychic damage on all your attacks. Hostile creatures gain Focused against you. | |||
|- | |||
|Prophet | |||
|When a creature attacks you, you may spend 1 Reactive AP to force them to roll 2d20, taking the lower result. | |||
|- | |||
|Lovers | |||
|Choose an ally within 40 ft of you. Whenever you take damage, you take 1⁄2 and your ally takes 1⁄2. | |||
|- | |||
|Chariot | |||
|Your speed increases by +10 ft and you have Resist Damage +5 against reactive attacks. | |||
|- | |||
|Justicar | |||
|When you are hit, you may spend 1 Reactive AP to deal 1d4 psychic damage to the creature that hit you. It becomes Frightened of you until the end of its next turn. | |||
|- | |||
|Hermit | |||
|You may spend 1 AP to remove every condition affecting you except for Fatigued, Petrified, and Phobic. | |||
|- | |||
|Wheel | |||
|When you damage a creature that has taken psychic damage since the start of your last turn, deal +1d4 radiant damage. | |||
|- | |||
|Violence | |||
|You deal +5 damage on all attacks, but gain Vulnerable Damage +1. | |||
|- | |||
|Hanged Man | |||
|You gain the undead tag. Gain Immune Necrotic and Immune Dazed while undead. | |||
|- | |||
|Death | |||
|Shadows emerge from you in a 20 ft radius, turning bright light into dim light and dim light into darkness. You can see in this darkness normally. | |||
|- | |||
|Temperance | |||
|Choose one condition. You are Immune to that condition. | |||
|- | |||
|Devil | |||
|Your spells cost 2 fewer SP to cast, but all have dark power: If you roll a 1-2 when casting a spell, you become Sickened until the end of your next turn. | |||
|- | |||
|House of God | |||
|Any magic that requires a Line of Effect cannot target you. | |||
|- | |||
|Star | |||
|You gain a special attack: (2 AP) ''Ranged 120 ft Magical Weapon''. +AWR vs REF. '''Hit:''' 1d8 radiant damage. | |||
|- | |||
|Moon | |||
|You gain a special attack: (2 AP) ''Ranged 60 ft Magical Weapon''. +INT vs LOG. '''Hit:''' 1d6 cold damage and you are Unseen to that target until the end of your next turn. | |||
|- | |||
|Sun | |||
|You gain a special attack: (3 AP) ''5 ft Radius Magical Weapon''. +END vs ANT. '''Hit:''' 1d4 fire damage and the target is Blinded until the end of its next turn. | |||
|- | |||
|Judgment | |||
|You gain a special attack: (3 AP) ''Ranged 40 ft Magical Weapon.'' +CHA vs WILL. '''Hit:''' 1d8 psychic damage and the target is Shaken until the end of its next turn. | |||
|- | |||
|Creation | |||
|Summon a creature with the beast or humanoid tag of ML equal to or less than 1⁄2 your LUCK (min 1). It appears in an unoccupied space within 10 ft of you. | |||
|- | |||
|Orphan | |||
|While you have no allies within 5 ft of you, gain +2 to all your defenses. | |||
|} | |||
{| class="wikitable" | |||
!Talent | |||
!PreReq | |||
!Description | |||
!Tags | |||
|- | |||
|'''Combat Cards''' | |||
|Tarot Deck | |||
|When you roll Initiative, shuffle your tarot deck. You may spend 1 AP to reveal the top card of your tarot deck, gaining the following benefit based on its suit. The effect remains until you draw a new card. The exception is the Major Arcanas: if you play a Major Arcana card, it remains until the end of your next turn (even if you play other cards), whereupon it is discarded. | |||
* '''Cups:''' Gain 2 Shield HP. | |||
* '''Pentagrams:''' Gain Resist Magic +2. | |||
* '''Swords:''' Deal +2 damage. | |||
* '''Wands:''' Gain DR 2/Physical. | |||
* If it is a face card, then the numeric value is 3 instead of 2. | |||
* If it is a Major Arcana that you know, you gain its special effect instead. | |||
* If it is a Major Arcana that you do not know, you get to choose which effect you gain, with a numerical value of 5. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Read Fortune''' | |||
|Tarot Deck | |||
|Gain the Read Fortune ability. | |||
* '''Read Fortune (1/Recoup).''' Using Arcana, Astrology, or Astronomy (the one you chose from the Oracle Entry’s Hermit ability), you may tell someone’s fortune. This takes 10 minutes and can be done during a Recoup. Subtract your chosen skill from 30. This is your Fortune DC. Now, shuffle your tarot deck in such a way that some of the cards will be “Reversed” (upside-down, but not backwards; you should still see only the backs of the cards). Next, deal three cards face-up, representing the past, present, and future. Add up the numerical values of these cards. Face cards have a value of 12, and Major Arcanas have a value of 7. Cards that are Reversed have a negative value. If you meet your Fortune DC, then the subject of your reading is deemed Fortunate. One time before the subject Takes a Rest, they may activate their Fortune. They add 1d6 to all of their d20 rolls for 2 minutes. If you did not meet your Fortune DC, then the subject of your reading is deemed Unfortunate. One time before they Take a Rest, the MC may activate their Fortune. They subtract 1d4 from all of their d20 rolls for 1 minute. If the Future card was a non-Reversed Major Arcana that you know, AND you beat your Fortune DC, then that Major Arcana’s benefit activates on the subject when they activate their Fortune and remains for the duration. | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Cleansing Cups''' | |||
|Combat Cards | |||
|When you Recoup, choose “Shield HP” or “Cleansing.” If you choose Shield HP, then your Cups cards function normally. If you choose Cleansing, then when you play a Cups card, you may remove one condition that is affecting you, except for Fatigued, Petrified, or Phobic. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Protective Pentagrams''' | |||
|Combat Cards | |||
|When you Recoup, choose “Resist Magic” or “Resist Physical.” Your Pentagrams cards grant you Resist against the type that you chose. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Savage Swords''' | |||
|Combat Cards | |||
|When you Recoup, choose “Bonus Damage” or “Strike First.” If you choose Bonus Damage, your Swords cards function normally. If you choose Strike First, then once per turn when you play a Sword card, gain +2 AP (after spending 1 AP to play it). If you play any additional Swords cards that turn, they function normally. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Warding Wands''' | |||
|Combat Cards | |||
|When you Recoup, choose Physical, Elemental, or Energy. Your Wands cards grant you DR that is overcome by the type that you chose. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Minor Arcanas Improvement''' | |||
|Combat Cards, Tarot Reader 3 | |||
|Your Minor Arcanas no longer have a numerical value of 2. Instead, their value is 1⁄2 the value displayed on the card. Face cards count as 12, and Major Arcanas that you do not know count as 14, when calculating this number. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Page''' | |||
|Minor Arcanas Improvement | |||
|When you play a Page card, instead of gaining its normal benefit, you may set it aside. The next time you would play a face card of the same suit, it costs you 0 AP. (This expires if not used in the next minute. You may only have one face card reserved at a time.) | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Knight''' | |||
|Minor Arcanas Improvement | |||
|When you play a Knight card, instead of gaining its normal benefit, you may set it aside. For the next 1 minute, you gain the benefit of its suit as though played at a value of 1, in addition to any other cards you play. (You may only have one face card reserved at a time.) | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Queen''' | |||
|Minor Arcanas Improvement | |||
|When you play a Queen card, instead of gaining its normal benefit, you may set it aside. The next time you play a non- face card of the same suit, apply its benefit both to yourself and to an ally within 40 ft of you. (This expires if not used in the next minute. You may only have one face card reserved at a time.) | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''King''' | |||
|Minor Arcanas Improvement | |||
|When you play a King card, instead of gaining its normal benefit, you may set it aside. For the next minute, increase the numerical value of each non-face card you play from the same suit by +4 before calculating its mechanical value. (You may only have one face card reserved at a time.) | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Ace''' | |||
|Minor Arcanas Improvement | |||
|When you play an Ace card, instead of gaining its normal benefits, you may set it aside. The next time you play a non-face card of the same suit, double its numerical value before determining its mechanical value. (This expires if not used in the next minute. You may only have one face card reserved at a time.) | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Minor Arcanas Empowerment''' | |||
|Minor Arcanas Improvement, Tarot Reader 5 | |||
|Gain the Minor Arcanas Empowerment ability. | |||
* '''Minor Arcanas Empowerment (2/Rest).''' You may choose to use the printed value of a Minor Arcanas card, instead of 1⁄2 its value. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Reverse Fortune''' | |||
|Read Fortune | |||
|Whenever you use an ability from a talent with the tarot spread tag, after revealing the whole spread, you may reverse one card of your choice. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''The Hand You're Dealt''' | |||
|Reverse Fortune | |||
|Gain The Hand You’re Dealt ability | |||
* '''The Hand You’re Dealt (1/Rest).''' After revealing your spread, you may choose to take those same cards, reshuffle only those cards, and re-deal. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Betorien's Guidance''' | |||
|Reverse Fortune | |||
|You may use Betorien’s Guidance for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 5th card and is not reversed. | |||
Before laying out the spread, choose a suit. If the 8th card is that suit and is not reversed, then the subject of your reading gains the benefit of the Combat Cards talent based on that suit for the duration of their Fortunate ability. If it is a Major Arcana and is not reversed, it counts as that suit. If it is a Major Arcana but is reversed, and if you did not meet your DC, then the subject becomes Vulnerable Damage 1 for the duration of the Unfortunate effect.[[File:Betoriens Guidance.png|thumb]] | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Iztari Meditation''' | |||
|Reverse Fortune | |||
|You may use Iztari Meditation for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 5th card and is not reversed. If you beat your Fortune DC by 5 or more, then the target is also Rallied while their Fortune is active.[[File:Iztari Meditation.png|thumb]] | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Morgana's Star''' | |||
|Reverse Fortune | |||
|You may use Morgana’s Star for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 5th or 10th card (10th cannot be reversed to gain this benefit). If they are both a Major Arcana that you know, you pick which one.[[File:Morganas Star.png|thumb]] | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Stravoni Cross''' | |||
|Reverse Fortune | |||
|You may use the Stravoni Cross for your Read Fortune ability, bestowing the benefit from your Major Arcanas if it is the 10th card (10th cannot be reversed to gain this benefit). Additionally, when using your Read Fortune ability with this spread, you may choose to only count cards 3, 5, 7, 8, and 10.[[File:Stravoni Cross.png|thumb]] | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Fate's Gambit''' | |||
|Reverse Fortune, Tarot Reader 3 | |||
|Gain the Fate’s Gambit ability. | |||
* '''Fate’s Gambit (1/Rest).''' After laying out a tarot spread, you may discard one card and replace it with the top card from your deck. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Prolific Fortuneteller''' | |||
|Fate's Gambit | |||
|You can use your Read Fortune ability 2/Recoup. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Celestial Arrow''' | |||
|Fate's Gambit | |||
|You may use the Celestial Arrow for your Read Fortune ability. Choose a number of recipients equal to or less than 1⁄2 your AWR (min 2). If you beat your Fortune DC, they all gain the benefit. If you do not, they all suffer the penalty. | |||
Before revealing the spread, choose “Alliances” or “Goals.” This determines which card you should check for when determining your Major Arcanas benefit: 4th for “Alliances” and 5th for “Goals.” Either way, you gain the benefit even if the card is reversed.[[File:Celestial Arrow.png|thumb]] | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Conclave Communion''' | |||
|Fate's Gambit | |||
|You may use Conclave Communion for your Read Fortune ability. Choose a number of recipients equal to or less than 1⁄2 your CHA (min 2). If you beat your Fortune DC, they all gain the benefit. If you do not, they all suffer the penalty. | |||
They all gain the Major Arcanas benefit if it is your 7th card and is not reversed.[[File:Conclave Communion.png|thumb]] | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Lucien's Lock''' | |||
|Fate's Gambit | |||
|You may use Lucien’s Lock for your Read Fortune ability. Choose two recipients: if you beat your Fortune DC, they both gain the benefit. If you do not, they both suffer the penalty. | |||
They gain the Major Arcanas benefit if it is your 4th card and is not reversed.[[File:Luciens Lock.png|thumb]] | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''It's In the Cards''' | |||
|Fate's Gambit, Tarot Reader 5 | |||
|Whenever you do a tarot spread, also check the “Negative Influences” section of the spread. If the card in the appropriate section is a face card or Major Arcana, it foretells impending doom and allows your subject to prepare, possibly averting disaster. | |||
The next time that the subject is subject to any of the criteria, then they may force the attacking creature to reroll: 1) critically hit, or 2) is hit with an ability that would impose a condition, or 3) is hit and dealt damage that would reduce them to 0 HP, or 4) gains Fear from a creature. This costs 0 Reactive AP. | |||
If the subject had not already used its Fortunate ability, then this triggers the Fortunate ability. | |||
'''Negative Influences:''' | |||
* 3-Card Spread: N/A | |||
* Morgana's Star: 3rd or 10th card | |||
* Stravoni Cross: 2nd card; 6th or 8th cards, but only if Reversed | |||
* Betorien's Guidance: 1st or 3rd card; 4th card but only if Reversed | |||
* Iztari Meditation: 1st card | |||
* Lucian's Lock: 5th card | |||
* Conclave Communion: 5th, 8th, or 9th card | |||
* Celestial Arrow: 2nd or 3rd card | |||
|''Oracle, Tarot Reader, Tarot Spread'' | |||
|- | |||
|'''Major Arcanas Symposium''' | |||
|Tarot Reader 7 | |||
|Gain +2 Arcana and +2 Astrology. | |||
'''(1/Week).''' You may reselect which Major Arcanas you know. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Rapid Draw''' | |||
|Major Arcanas Symposium | |||
Incompaitibilities: Arcanas Initiate | |||
|When you draw from your tarot deck using your Combat Cards ability, you may draw 2 cards, choose which one to play, and then discard both. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Stack the Deck''' | |||
|Quick Draw | |||
|When you roll Initiative, you may remove any number of Major Arcanas that you know. You may also remove the face cards from one suit. Shuffle your deck, then cut it in half; shuffle your removed cards into one half of the deck, then place that half on top. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Hand of Fortune''' | |||
|Stack the Deck | |||
|When you roll Initiative, draw a number of cards equal to 1⁄2 your INT. This is your Hand of Fortune. When you use your Combat Cards ability, you may place the card you drew into your hand. You may play any card from your hand for 1 AP. Your hand limit is your INT, and you must discard any excess cards immediately without gaining their benefit. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Rapid Draw II''' | |||
|Hand of Fortune | |||
|Your Rapid Draw ability becomes: Draw 3 cards, play 1, and put the other two into your discard pile, or on the top or bottom of your deck in any order. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Harbinger of Fortune''' | |||
|Quick Draw II | |||
|All of your face cards gain an ability: when you play this card, you may forego any of its other benefits to look at a number of cards from the top of your deck: 1, 2, 3, 4, or 5 (Page, Knight, Queen, King, and Ace, respectively). You may return those cards to the top or bottom of your deck in any order. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Gemini Tarot''' | |||
|Harbinger of Fortune, Tarot Reader 14 | |||
|The first time you draw a card from your deck each turn, draw an extra card. The first time you play a card from your hand each turn, you may play an extra card. | |||
Furthermore, when using “Stack the Deck,” do not shuffle your reserved cards into the top half of the deck. Instead, shuffle them separately and place them on top of the entire deck. | |||
* '''''Level 30:''''' Draw and play up to 4 cards, instead of 2, using this talent. | |||
|''Oracle, Tarot Reader, '''Capstone''''' | |||
|- | |||
|'''Arcanas Incarnate''' | |||
|Major Arcanas Symposium | |||
Incompaitibilities: Quick Draw | |||
|Choose one Major Arcana card that you know. Its ability is always active for you. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Bestow Arcanas''' | |||
|Arcanas Incarnate | |||
|Gain the Bestow Arcanas ability. | |||
* '''Bestow Arcanas (1/Recoup).''' Choose one Major Arcana card that you know that is not currently active. A willing ally gains that ability until you Take a Rest or use this ability again. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Minor Manifestation''' | |||
|Bestow Arcanas | |||
|Each time you Take a Rest, draw a card from your tarot deck. Gain the benefit as though using the Combat Cards base ability, but you retain this benefit until you use this ability again. Treat any Major Arcana as though you do not know it when doing so. | |||
You may also use this ability when using your Bestow Arcanas ability. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Gemini Incarnation''' | |||
|Minor Manifestation | |||
|Choose a second Major Arcana card that you know. Its ability is also always active for you. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Bestow Arcanas II''' | |||
|Gemini Incarnation | |||
|You may use Bestow Arcanas 3/Recoup. | |||
|''Oracle, Tarot Reader'' | |||
|- | |||
|'''Tarot Lord''' | |||
|Bestow Arcanas II, Tarot Reader 14 | |||
|Choose a third Major Arcana card that you know. Its ability is also always active for you. | |||
Each time you Take a Rest, you may choose which three Major Arcanas cards are active out of the ones that you know. | |||
* | * '''''Level 30:''''' You may reselect your Major Arcanas daily, and your Major Arcanas Incarnation choices each time you Recoup. | ||
|''Oracle, | |''Oracle, Tarot Reader, '''Capstone''''' | ||
|} | |} | ||
Latest revision as of 14:17, 8 October 2025

"Knowledge is both a gift and a curse. Do not seek to understand the future, as this can never be known, but instead to understand the currents that shape it. May the wisdom of the stars guide your steps towards a future that beets goodness." -Alanákalai Eyarie, prophet
Born under a unique configuration of Ancerra’s five moons, you were destined for mystic greatness. As a child you possessed an innate sensitivity to people’s emotional states and to the natural world around you, and often you felt that unsettling sense that you knew something would happen before the fact, and it came to pass precisely as you had expected. This led you to seek the counsel of an experienced mystic who taught you the ways of oracular prophecy. Embracing your role as a link between the physical and the spiritual, you have yourself become an enigmatic guide to those who seek prophetic vision.
Regardless of how accurate you are, you may be called upon frequently to predict the future. Give some thought to how you feel about such requests. Do you believe that you can actually divine the future on command, or do you think that such visions are only occasionally gifted to you? Is it a skill you can get better at, or just an innate knack you possess? Furthermore, what kind of physical props, such as tarot cards or animal bones, do you use when attempting such soothsaying?
Oracle Tracks
Druid. You take it upon yourself to serve as a mediating force between primeval forces and embrace divine or occult powers as a way to balance the primal magic that surges within.
Elementalist. You capture the terrible energy of raging fires and storms, turning such harmful effects into powerful elemental shields.
Fate. Sometimes called a prophet or diviner, you might gain the ability to see shadows of the future and exert your influence over fate.
Guide. Whether a mysterious mentor or an eclectic professor, you instruct your pupils in various skills and techniques, helping them all to improve.
Tarot Reader. Harker's Guide to Vampire Hunting. You use tarot to sway the ebb and flow of fate. Destiny is written in the cards, and you have learned how to read them... and to reshuffle them.
Core Subclass Tracks
Oracle Entry Talent
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.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Oracle Entry | Character Level 2 | 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 |
Druid Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Star's Guidance | Oracle Entry, Warden of the Primal | Pick Astronomy or Astrology. Gain +2 Skill Points in that skill.
Gain the Star’s Guidance ability.
|
Oracle, Druid |
| Old Gods | Star’s Guidance
Incompatible: 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. If you already have it, gain +1 Divine Power.
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. |
Oracle, Druid, Divine |
| Old Gods II | Old Gods | 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. | Oracle, Druid, Divine |
| Wyrd Wood | Star’s Guidance
Incompatible: 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. If you already have it, gain +1 Occult Power.
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. |
Oracle, Druid, Occult |
| Wyrd Wood II | Wyrd Wood | 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. 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 |
| Star's Guidance II | Druid 3 | Gain +2 Skill Points in either Astrology or Astronomy.
Star’s Guidance becomes 2/Recoup. |
Oracle, Druid |
| Star's Redirection | Star’s Guidance II | Gain the Star’s Redirection ability.
|
Oracle, Druid |
| Third Eye | Star’s Guidance II | Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
Learn one divining spell from any source. This counts as primal when you cast it. |
Oracle, Druid |
| Beast Form | Star’s Guidance II | Gain the Beast Form ability.
|
Oracle, Druid |
| Old Gods III | Druid 5, Old Gods II | The difference between Proclivities must be greater than 2 in order for you to suffer the penalty. If you suffer the penalty from imbalanced Proclivities, you are Shaken instead of Sickened. | Oracle, Druid, Divine |
| Wyrd Wood III | Druid 5, Wyrd Wood II | 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. 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 |
| 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. |
Oracle, Druid |
| Star's Guidance III | Mystic Druid | Gain +2 Skill Points in Arcana, Astrology, or Astronomy.
You cannot become lost except by magical means. |
Oracle, Druid |
| Beast Form II | Mystic Druid, Beast Form | 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 |
| Mystic Druid II | Star's Guidance III or Beast Form II | Your natural lifespan doubles. | Oracle, Druid |
| Old Gods IV | Mystic Druid II, Old Gods III | 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 +1 TA on all d20 rolls for 1 hour. |
Oracle, Druid, Divine |
| Wyrd Wood IV | Mystic Druid II, Wyrd Wood III | Choose 0-2 additional primal chants and 0-2 additional primal spells to gain dark power, gaining their effects from the Primeval Darkness menu.
Gain the Primeval Bargain ability.
|
Oracle, Druid, Occult |
| Mystic Druid III | Old Gods IV or Wyrd Wood IV | Gain Immune Poison and Immune Disease. | Oracle, Druid, Occult |
| Star's Guidance IV | Mystic Druid III, Star’s Guidance III | 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. |
Oracle, Druid |
| Beast Form III | Mystic Druid III, Beast Form II | When you use Beast Form, you can become a creature with only the beast tag of ML 3 or lower. | Oracle, Druid |
| Mystic Druid IV | Star's Guidance IV or Beast Form III | Your natural lifespan increases tenfold, instead of being doubled. | Oracle, Druid |
| Old Gods V | 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. |
Oracle, Druid, Divine |
| Wyrd Wood V | Mystic Druid IV, Wyrd Wood IV | 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 dark power, they also gain the Protected condition until the end of your next turn. |
Oracle, Druid, Occult |
| Archdruid | Old Gods V or Wyrd Wood V | 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.
|
Oracle, Druid, Capstone |
| Name | Type of Magic | Description |
|---|---|---|
| Abrasive Chant | Chant that deals damage | Gain +1 TA on the attack roll.
|
| Pashak Nurturance | Chant that does not deal damage | If you do not suffer dark power, you become Protected until the end of your next turn.
|
| Wyrd Chant | Chant that imposes negative condition | Gain +1 TA on the attack roll.
|
| Dark Faerie’s Gambit | Chant that targets an ally | Extend the duration by 1 round if successful.
|
| Abrasive Spell | Spell that deals damage to one creature | Gain +1 TA on the attack roll.
|
| Wrath of the Ashyidir | Spell that deals damage to an area | Gain +1 TA on the attack roll.
|
| Wyrd Spell | Spell that imposes a negative condition | Gain +1 TA on the attack roll.
|
| Wyrd Reconstruction | Spell that heals | If successful, the spell adds healing equal to 1⁄2 your LUCK.
|
| Shibmar Attunement | Spell that targets self or an ally and doesn’t heal | If successful, the target gains +5 ft speed and +1 TA for the duration.
|
| Chaotic Commune | Spell that summons | The creature you can summon with this spell can be 1 ML higher than normal.
|
Elementalist Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Elemental Affinity | Oracle Entry | Gain the Elemental Affinity ability.
|
Oracle, Elementalist |
| Season's Givings | 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. | Oracle, Elementalist |
| Repurpose Damage | Elemental Affinity | 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 |
| Siphon Damage | Repurpose Damage | Repeatable. Gain another Repurpose Damage ability with a tag that you have access to. | Oracle, Elementalist, Repeatable |
| Elemental Affinity II | Elemental Affinity, Elementalist 4 | You can use Elemental Affinity on allies within 15 ft of you. Elemental Affinity becomes 1⁄2 LUCK/Rest. | Oracle, Elementalist |
| Repurpose Damage II | Elemental Affinity II, Repurpose Damage | 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 |
| Elemental Affinity III | Elemental Affinity II | Gain the Elemental Strikes ability.
|
Oracle, Elementalist |
| Protective Elementalist | Elemental Affinity III, Repurpose Damage II | 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 |
| Protective Elementalist II | Protective Elementalist | Repurpose Damage becomes LUCK/Rest and can be used on allies within 30 ft of you. | Oracle, Elementalist |
| Elemental Affinity IV | Elemental Affinity III, Elementalist 9 | Regain one use of Elemental Affinity upon Recouping.
Your Elemental Affinity can work on energy damage as well. |
Oracle, Elementalist |
| Absorb Explosion | Elemental Affinity IV | Gain the Absorb Explosion ability.
|
Oracle, Elementalist |
| Repurpose Damage III | Elemental Affinity IV, Repurpose Damage II | 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 |
| Elemental Affinity V | Elemental Affinity IV, Elementalist 13 | Gain the Elemental Conflation ability.
|
Oracle, Elementalist |
| Elemental Mastery | Elemental Affinity V | 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. 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.
|
Oracle, Elementalist, Capstone |
| Ability | Description | Tag |
|---|---|---|
| Ice Armor | When you take cold damage, gain DR 4/Fire for 1 minute. | Repurpose Damage I |
| 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. | Repurpose Damage I |
| Heat Aura | When you take fire damage, gain DR 4/Cold for 1 minute. | Repurpose Damage I |
| Flaming Shield | 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 | When you take lightning damage, gain +4 AP on your next turn. | Repurpose Damage I |
| 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. | Repurpose Damage I |
| 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). | Repurpose Damage II |
| Blunt Force Armor | 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 | 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 | 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 | 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 | 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

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Thread Of Fate | Oracle Entry | You can spend Luck Points to reroll allies’ d20 rolls when they are within 60 ft of you. | Oracle, Fate |
| Weal | Thread of Fate | When you crit on a d20 roll, gain 1 SP. This cannot exceed your max SP. | Oracle, Fate |
| Weal II - Skills | Weal | Your crit range on skills increases by +1. | Oracle, Fate |
| Weal II - Spells | Weal | Your crit range on spells increases by +1. | Oracle, Fate |
| Weal III - Chants | Weal II - Any | Your crit range on chants increases by +1. | Oracle, Fate |
| Weal III - Weapons | Weal II - Any | Your crit range on weapons increases by +1. | Oracle, Fate |
| Weal IV - Fortune's Favor | 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. | Oracle, Fate |
| Weal IV - Invocations | Weal III- Any | Your crit range on invocations increases by +1. | Oracle, Fate |
| Thread of Fate II | Weal IV - Any | Gain the Bane of Fate ability.
|
Oracle, Fate |
| Woe Is Me | Thread of Fate II | You crit fail on a roll of 1 or 2. | Oracle, Fate |
| Thread Of Fate III | Woe Is Me | Thread of Fate and Bane of Fate extend to 90 ft range. | Oracle, Fate |
| Thread Of Fate IV | Thread of Fate III | Bane of Fate becomes 2/Recoup. | Oracle, Fate |
| Great Weal | Thread of Fate IV | 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 |
| Ambient Luck | Great Weal | Gain the Ambient Luck ability.
|
Oracle, Fate |
| Manipulate Chance | Ambient Luck | Gain the Manipulate Chance ability.
|
Oracle, Fate |
| Turn Of Fortune | 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 |
| Fated | Great Weal | Gain the Fated ability.
|
Oracle, Fate |
| Fated II | Fated | Your Fated bonus becomes +2. | Oracle, Fate |
| Fated III | Fated II | Your Fated bonus becomes +3. | Oracle, Fate |
| Portent | Great Weal, LUCK 2 | Regain 1 Luck Point when you Recoup. | Oracle, Fate |
| Portent II | Portent, LUCK 4 | Portent becomes: Regain 2 Luck Points when you Recoup. | Oracle, Fate |
| Portent III | Portent II, LUCK 6 | Portent becomes: Regain 3 Luck Points when you Recoup. | Oracle, Fate |
| Overcome Woe | Turn of Fortune, Fated III, or Portent III | When Woe activates, reroll the crit fail on your d20 (still gain the Spell Point); keep the second roll. | Oracle, Fate |
| Grand Weal | 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.)
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.
|
Oracle, Fate, Capstone |
Guide Track

| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Mentor | Oracle Entry | Gain +2 Skill Points in any skill. Gain the Mentor ability.
|
Oracle, Guide |
| Reactive Instruction | Mentor | Gain +2 Skill Points in any skill. You may use your Mentor ability reactively. | Oracle, Guide |
| Mystic Support | 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.
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 |
| Mentor II | Mystic Support | Gain +2 Skill Points in any skill. Mentor becomes AWR/Recoup. | Oracle, Guide |
| Mystic Support II | Mentor II | Mystic Support gives you 2 Support AP. | Oracle, Guide |
| Wakeful Serenity | Mystic Support II | The first time you roll against Fatigue after Recouping, roll 2d20 and take the higher result. | Oracle, Guide |
| Wakeful Serenity II | Wakeful Serenity | Use Wakeful Serenity whenever you roll against Fatigue, not only the first time after Recouping. | Oracle, Guide |
| Talented Mentor | Mystic Support II | Gain one specialization talent. When you Mentor someone, you can lose access to one of your specialization talents to let them gain that talent. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. | Oracle, Guide |
| Magical Mentor | Talented Mentor | 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 |
| Guide | Magical Mentor
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 |
| Guide II | Guide | 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 |
| Guide III | Guide II | 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 |
| Guide IV | Guide III | 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 |
| Apprentice | Magical Mentor
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 |
| Apprentice II | Apprentice | Gain +2 Skill Points in any skill. When you use your Mentor ability, you may lose Skill Points in three skills, granting the creature that you touch bonus Skill Points in all of those skills. | Oracle, Guide |
| Apprentice III | Apprentice II | Gain +2 Skill Points in any skill. When you use your Mentor ability, the target creature can exceed the +20 cap in Skill Points. | Oracle, Guide |
| Apprentice IV | Apprentice III | Gain +2 Skill Points in any Skill. Gain the Expert Guidance ability.
|
Oracle, Guide |
| Mystic Support III | Guide IV or Apprentice IV | Mystic Support gives you 3 Support AP. | Oracle, Guide |
| Talented Mentor II | Mystic Support III | Gain one specialization talent. When you Mentor someone, you can lose access to two of your specialization talents to let them gain those talents. If this would result in you losing Skill Points, you choose how to assign the losses, and regain those Skill Points at the end of the duration. | Oracle, Guide |
| Magical Mentor II | Talented Mentor II | 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 |
| Superior Mentor | 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.
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.
|
Oracle, Guide, Capstone |
*Updated to v1.2
Additional Subclass Tracks

Tarot Reader Track
Source: Harker's Guide to Vampire Hunting
You use tarot to sway the ebb and flow of fate. Destiny is written in the cards, and you have learned how to read them... and to reshuffle them.
| Talent | PreReq | Description | Tags |
|---|---|---|---|
| Tarot Deck | Oracle Entry | You have a 78-card tarot deck. You can use any standard tarot deck to represent this.
Gain the Major Arcanas ability.
Finally, gain the Read Fortune or Combat Cards talent. |
Oracle, Tarot Reader |
| Making a Deck
If you do not have a tarot deck, take two playing card decks with the same backs and write the 22 major arcana names on 22 cards from one deck. Also write “Page” on one face card from each suit. Shuffle those 26 cards into the other 52-card deck to create a surrogate tarot deck. Finally, draw a vertical arrow on each card, as upside- down (or “Reversed”) cards may cause different effects. Tarot Spreads Talents in this track with the tarot spread tag will give you additional ways to use the Read Fortune ability. The process of performing a tarot reading is the same except when specifically described differently in each talent. Other talents with the tarot spread tag each mention specific “spreads”; consult the diagram after each talent to see its relevant spread. |
| Arcana | Effect |
| Magician | You may use your LUCK to determine your REF or FORT (you choose), instead of using your DEX or END. |
| Priestess | You may ignore one Psyche talent. |
| Mother | When any creature within 20 ft of you regains HP, you also regain HP equal to 1⁄2 your LUCK. |
| Emperor | Gain +1 CHA, which can exceed your attribute cap. Deal +3 psychic damage on all your attacks. Hostile creatures gain Focused against you. |
| Prophet | When a creature attacks you, you may spend 1 Reactive AP to force them to roll 2d20, taking the lower result. |
| Lovers | Choose an ally within 40 ft of you. Whenever you take damage, you take 1⁄2 and your ally takes 1⁄2. |
| Chariot | Your speed increases by +10 ft and you have Resist Damage +5 against reactive attacks. |
| Justicar | When you are hit, you may spend 1 Reactive AP to deal 1d4 psychic damage to the creature that hit you. It becomes Frightened of you until the end of its next turn. |
| Hermit | You may spend 1 AP to remove every condition affecting you except for Fatigued, Petrified, and Phobic. |
| Wheel | When you damage a creature that has taken psychic damage since the start of your last turn, deal +1d4 radiant damage. |
| Violence | You deal +5 damage on all attacks, but gain Vulnerable Damage +1. |
| Hanged Man | You gain the undead tag. Gain Immune Necrotic and Immune Dazed while undead. |
| Death | Shadows emerge from you in a 20 ft radius, turning bright light into dim light and dim light into darkness. You can see in this darkness normally. |
| Temperance | Choose one condition. You are Immune to that condition. |
| Devil | Your spells cost 2 fewer SP to cast, but all have dark power: If you roll a 1-2 when casting a spell, you become Sickened until the end of your next turn. |
| House of God | Any magic that requires a Line of Effect cannot target you. |
| Star | You gain a special attack: (2 AP) Ranged 120 ft Magical Weapon. +AWR vs REF. Hit: 1d8 radiant damage. |
| Moon | You gain a special attack: (2 AP) Ranged 60 ft Magical Weapon. +INT vs LOG. Hit: 1d6 cold damage and you are Unseen to that target until the end of your next turn. |
| Sun | You gain a special attack: (3 AP) 5 ft Radius Magical Weapon. +END vs ANT. Hit: 1d4 fire damage and the target is Blinded until the end of its next turn. |
| Judgment | You gain a special attack: (3 AP) Ranged 40 ft Magical Weapon. +CHA vs WILL. Hit: 1d8 psychic damage and the target is Shaken until the end of its next turn. |
| Creation | Summon a creature with the beast or humanoid tag of ML equal to or less than 1⁄2 your LUCK (min 1). It appears in an unoccupied space within 10 ft of you. |
| Orphan | While you have no allies within 5 ft of you, gain +2 to all your defenses. |






