Hellcrafter: Difference between revisions

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Summoners that specialize in drawing fiends from the pits of a hellscape created through unknowable occult magic, hellcrafters are brutal summoners and powerful commanders. By imbuing a corpse with the spirit of a fiend, hellcrafters create hellspawn, powerful minions that enforce their masters' will. As a hellcrafter, you can develop your talents summoning a multitudinous swarm of hellspawn, summon one powerful hellspawn champion, or cultivate your skills as a ritualist. You might also embrace the path of the hellbound, suffusing your Essence with energy from hell.
Summoners that specialize in drawing fiends from the pits of a hellscape created through unknowable occult magic, hellcrafters are brutal summoners and powerful commanders. By imbuing a corpse with the spirit of a fiend, hellcrafters create hellspawn, powerful minions that enforce their masters' will. As a hellcrafter, you can develop your talents summoning a multitudinous swarm of hellspawn, summon one powerful hellspawn champion, or cultivate your skills as a ritualist. You might also embrace the path of the hellbound, suffusing your Essence with energy from hell.
== Hellcrafter Tracks ==
'''Champion Track:''' Summon a powerful spirit from Hell to imbue into a mighty corpse. By twisting occult magic to your will, you augment this hellspawn with great power to fight as your champion.
'''Hellbound (see previous):''' Having descended into Hell and emerged with an otherworldly command of fire, fuel your weapon’s strikes with wrathful brimstone.
'''Hordemaster Track:''' You specialize in summoning scores of hellspawn. By ripping fiends from Hell and binding them to dozens of corpses, you can raise a terrifying army in a matter of moments.
'''Ritualist Track:''' Through dark machinations and sinister incantations, you have become an expert in occult ritualism. Your capacity to manipulate occult rituals is nothing to be trifled with.


== '''Hellcrafter Entry Talent''' ==
== '''Hellcrafter Entry Talent''' ==
After gaining the Hellcrafter Entry talent, you can take talents from any of the hellcrafter tracks.
After gaining the Hellcrafter Entry talent, you can take talents from any of the Hellcrafter tracks.  
{| class="wikitable"
{| class="wikitable"
!Talent
!Talent
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|Character Level 2
|Character Level 2
|When you take this entry talent, gain the following abilities.
|When you take this entry talent, gain the following abilities.
'''Essence Burn:''' When you hit a creature with a melee attack, you may take 1d4 psychic damage that you cannot negate or reduce. If you do, the creature also suffers Burning 1d4. (1/Recoup)
'''Essence Burn.''' When you hit a creature with a melee attack, you may take 1d4 psychic damage that you cannot negate or reduce. In exchange, the creature suffers Burning 1d4. (1/Recoup)
 
'''Soulbind:''' By touching a corpse for 1 minute, you draw forth a spirit from hell and imbue its Essence into the corpse. You create a ML 1 or lower Hellspawn that follows your unspoken commands. The Hellspawn lasts for 24 hours or until you use this power on a new corpse. Alternatively, you may use this power to extend the life of a creature summoned in this way for an additional 24 hours. (1/Rest)
 
'''Occult Power:''' You gain 1 Occult Power, and gain another Occult Power every time you gain a Hellcrafter talent. You do not gain SP from Hellcrafter talents unless otherwise specified.


'''Soulbind.''' By touching a corpse for 1 minute, you draw forth a spirit from hell and imbue its Essence into the corpse. You create a ML 1 or lower Hellspawn that follows your unspoken commands. This is your Hellspawn Champion. The Hellspawn Champion lasts for 24 hours or until you use this power on a new corpse. Alternatively, you may use this power to extend the life of a creature summoned in this way for an additional 24 hours. (1/Rest)


'''Occult.''' You gain +1 Occult Power from this talent and from every talent you take in the Hellcrafter stack. You do not gain additional SP unless noted in an individual talent.
|''Class Entry, Hellcrafter''
|''Class Entry, Hellcrafter''
|}
|}
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|'''Champion Hellspawn'''
|'''Champion Hellspawn'''
|Hellcrafter Entry
|Hellcrafter Entry
|1/Rest When you use Soulbind, you may summon a particularly powerful Hellspawn. The Hellspawn's stats are modified in the following ways:
|When you use Soulbind, you may summon a particularly powerful Hellspawn. (1/Rest)
The Hellspawn's stats are modified in the following ways:


* It gains +5 max HP per Hellcrafter talent you have
* It gains +5 max HP per Hellcrafter talent you have.
* It gains +1 to all of its defenses
* It gains +1 to all of its defenses.
* It gains +1 to attacks and damage
* It gains +1 to attacks and damage.
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Savage Attacks'''
|'''Savage Attacks'''
|Champion Hellspawn
|Champion Hellspawn
|Your champion's natural weapon damage dice increase by 1 step (such as from 1d4 to 1d6), to a max of 1d12. If it did not have a natural weapon, it gains a claws attack that uses its STR or DEX and deals 1d4 sharp damage.
|Your Hellspawn Champion's natural weapon damage increases by one die size (such as from 1d4 to 1d6), to a max of 1d12.  
If it did not have a natural weapon, it gains a claws attack.
 
'''''Claws:''''' ''Reach 5 ft Natural Weapon.'' +STR or DEX vs AR. '''Hit:''' 1d4 + STR or DEX sharp
|''Hellcrafter, Champion, Repeatable''
|''Hellcrafter, Champion, Repeatable''
|-
|-
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|'''Long Limbs'''
|'''Long Limbs'''
|Champion Hellspawn
|Champion Hellspawn
|Your Hellspawn Champion has +5 ft reach on natural weapon attacks, excluding natural weapon attacks originating from a part of its body besides its arms (such as horns or bite attacks).
|Your Hellspawn Champion has +5 ft reach on natural weapon attacks originating from their arms.
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Resistant Hellskin'''
|'''Resistant Hellskin'''
|Champion Hellspawn
|Champion Hellspawn
|Your Hellspawn Champion gains Resist +2 against one damage type of your choice: Cold, Corrosive, Fire, Lightning, Sonic, or Toxic. You cannot choose the same type of damage twice with this talent.
|You and your Hellspawn Champion gain Resist +2 against one damage type: cold, corrosive, fire, lightning, sonic, or toxic. You cannot choose the same type of damage twice with this talent.
|''Hellcrafter, Champion, Repeatable''
|''Hellcrafter, Champion, Repeatable''
|-
|-
|'''Resistant Hellskin II'''
|'''Resistant Hellskin II'''
|Champion Hellspawn
|Champion Hellspawn
|Your Hellspawn Champion gains Resist +2 against one damage type of your choice: Cold, Corrosive, Fire, Lightning, Sonic, or Toxic. You cannot choose the same type of damage twice with this talent.
|You and your Hellspawn Champion gain Resist +2 against one damage type for which you already have Resist: cold, corrosive, fire, lightning, sonic, or toxic. You cannot choose the same type of damage twice with this talent.
|''Hellcrafter, Champion, Repeatable''
|''Hellcrafter, Champion, Repeatable''
|-
|-
|'''Bestial Spawn'''
|'''Bestial Spawn'''
|Champion Hellspawn
|Champion Hellspawn
|You may use Soulbind on the corpse of a beast when making your Hellspawn Champion. This creature has the stats of an appropriate beast of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|You may use Soulbind on the corpse of a beast when making your Hellspawn Champion. This creature has the stats of an appropriate beast of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Monstrous Spawn'''
|'''Monstrous Spawn'''
|Champion Hellspawn
|Champion Hellspawn
|You may use Soulbind on the corpse of a monstrosity when making your Hellspawn Champion. This creature has the stats of an appropriate monstrosity of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|You may use Soulbind on the corpse of a monstrosity when making your Hellspawn Champion. This creature has the stats of an appropriate monstrosity of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Echo of Life'''
|'''Echo of Life'''
|Champion Hellspawn
|Champion Hellspawn
|When making your Hellspawn Champion, you may choose to use the stats of any humanoid that cannot cast spells and that has an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|When making your Hellspawn Champion, you may choose to use the stats of any humanoid that cannot cast spells and that has an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Whisper of Life'''
|'''Whisper of Life'''
|Champion Hellspawn
|Champion Hellspawn
|When making your Hellspawn Champion, you may choose to use the stats of any undead that has an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|When making your Hellspawn Champion, you may choose to use the stats of any creature with the undead tag that has an ML that you can create using your Champion talents. It has the fiend tag in addition to its normal tags.
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Winged Horror'''
|'''Winged Horror'''
|Champion Hellspawn
|Champion Hellspawn
|Your Hellspawn Champion has wings. For every 20 ft it falls vertically, it may reactively move 20 ft horizontally. It only takes falling damage if it falls more than 40 ft.
|Your Hellspawn has wings. For every 20 ft it falls vertically, it may reactively move 20 ft horizontally. It only takes falling damage if it falls more than 40 ft.
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Strength of the Champion'''
|'''Strength of the Champion'''
|Champion 3
|Champion 3
|Your Hellspawn Champion can be ML 2 or lower.
|Your Hellspawn Champion can be ML 2 or lower.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Devilish Spawn'''
|'''Devilish Spawn'''
|Strength of the Champion
|Strength of the Champion
|When you use Soulbind on the corpse of a humanoid when making your Hellspawn Champion, you may choose to use the stats of any fiend of an ML that you can create using your Champion talents. It has the undead and fiend tags in addition to its normal tags.
|When you use Soulbind on the corpse of a humanoid when making your Hellspawn Champion, you may choose to use the stats of any creature with the fiend tag of an ML that you can create using your Champion talents. It has the undead tag in addition to its normal tags.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Hulking Hellspawn'''
|'''Hulking Hellspawn'''
|Strength of the Champion
|Strength of the Champion
|When you summon a Hellspawn Champion whose size would normally be Medium, you may choose for its size to instead be Large. If you do, it gains +1 STR and suffers -1 DEX. It also gains +2 additional max HP per Hellcrafter talent you have.
|When you summon a Hellspawn Champion whose size would normally be Medium, you may choose for its size to instead be Large. If you do, it gains +1 STR and suffers -1 DEX. It also gains +2 additional max HP per Hellcrafter talent you have.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Strength of the Champion II'''
|'''Strength of the Champion II'''
|Strength of the Champion, Champion 6
|Strength of the Champion, Champion 6
|Your Hellspawn Champion can be ML 3 or lower. When you Recoup, your Champion can regain 1/2 of its maximum HP. (1/Rest)
|When you Recoup, your Champion can regain 1/2 of its max HP. (1/Rest)
Furthermore, you may use Soulbind 2/Rest, but you may still only have one Hellspawn summoned at a time unless other talents say otherwise. You may use Champion Hellspawn 2/Rest.
Furthermore, Soulbind becomes 2/Rest, but you may still only have one Hellspawn summoned at a time unless other talents say otherwise. Champion Hellspawn becomes 2/Rest and your Hellspawn Champion can be ML 3 or lower.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
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|Strength of the Champion II
|Strength of the Champion II
Incompatibilities: Bull Head, Bat Head, Insect Head, Wolf Head
Incompatibilities: Bull Head, Bat Head, Insect Head, Wolf Head
|When you summon your Hellspawn Champion, you may choose to give it a leopard head unless you gave it a different head. If it has a leopard head, it has +2 Perceiving and has Darkvision +30 ft.
|When you summon your Hellspawn Champion, you may choose to give it a leopard head unless you gave it a different head. If it has a leopard head, it has +2 Perceiving and has Darkvision +30 ft.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
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|Strength of the Champion II
|Strength of the Champion II
Incompatibilities: Leopard Head, Bat Head, Insect Head, Wolf Head
Incompatibilities: Leopard Head, Bat Head, Insect Head, Wolf Head
|When you summon your Hellspawn Champion, you may choose to give it a bull head unless you gave it a different head. If it has a bull head, it has +1 maximum HP per Hellcrafter talent that you have.
|When you summon your Hellspawn Champion, you may choose to give it a bull head unless you gave it a different head. If it has a bull head, it has +1 max HP per Hellcrafter talent that you have.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
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|Strength of the Champion II
|Strength of the Champion II
Incompatibilities: Leopard Head, Bull Head, Insect Head, Wolf Head
Incompatibilities: Leopard Head, Bull Head, Insect Head, Wolf Head
|When you summon your Hellspawn Champion, you may choose to give it a bat head unless you gave it a different head. If it has a bat head, when it is Blinded but not Deafened, treat other creatures as Concealed instead of Unseen.
|When you summon your Hellspawn Champion, you may choose to give it a bat head unless you gave it a different head. If it has a bat head, when it is Blinded but not Deafened, treat other creatures as Concealed instead of Unseen.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
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|Strength of the Champion II
|Strength of the Champion II
Incompatibilities: Leopard Head, Bull Head, Bat Head, Insect Head
Incompatibilities: Leopard Head, Bull Head, Bat Head, Insect Head
|When you summon your Hellspawn Champion, you may choose to give it a wolf head unless you gave it a different head. If it has a wolf head, it gains +2 Tracking and gains an additional +1 TA from Flanking.
|When you summon your Hellspawn Champion, you may choose to give it a wolf head unless you gave it a different head. If it has a wolf head, it gains +2 Tracking and gains an additional +1 TA from Flanking.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Strength of the Champion III'''
|'''Strength of the Champion III'''
|Strength of the Champion II, Champion 8
|Strength of the Champion II, Champion 8
|Your Hellspawn Champion can be ML 4 or lower. It now gains +2 to its defenses.
|Your Hellspawn Champion can be ML 4 or lower. Champion Hellspawn becomes +2 to all defenses.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Monstrous Traits'''
|'''Monstrous Traits'''
|Strength of the Champion III
|Strength of the Champion III
|When you summon a Hellspawn Champion, choose Iron Will, Steel Mind, Vigilant, or DR 2/Silvered or magical weapons. Your Hellspawn gains that monster trait.
|When you summon a Hellspawn Champion, it gains one trait: Iron Will, Steel Mind, Vigilant, DR 2/Silvered Weapons, or DR 2/Magical Weapons.
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Hulking Hellspawn II'''
|'''Hulking Hellspawn II'''
|Strength of the Champion III, Hulking Hellspawn
|Strength of the Champion III, Hulking Hellspawn
|When you summon a Hellspawn Champion whose size would normally be Medium or Large, you may choose for its size to instead be Huge. If you do, it gains +2 STR and suffers -2 DEX. It also gains +3 additional max HP per Hellcrafter talent you have.
|When you summon a Hellspawn Champion who would normally be Medium or Large, you may choose for its Size to instead be Huge. If you do, it gains +2 STR and suffers -2 DEX. It also gains +3 additional max HP per Hellcrafter talent you have.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Resistant Hellskin III'''
|'''Resistant Hellskin III'''
|Strength of the Champion III, Resistant Hellskin II
|Strength of the Champion III, Resistant Hellskin II
|Hellspawn Champion gains Immune against one damage type of your choice for which it previously had Resist 2 or more: Cold, Corrosive, Fire, Lightning, Sonic, or Toxic.
|Hellspawn Champion gains Immune against one damage type of your choice for which it previously had Resist 2 or more: cold, corrosive, fire, lightning, sonic, or toxic.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Winged Horror II'''
|'''Winged Horror II'''
|Strength of the Champion III, Winged Horror
|Strength of the Champion III, Winged Horror
|Your Hellspawn's vertical jump distance is tripled.
|Your Hellspawn's vertical jump distance is tripled.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Strength of the Champion IV'''
|'''Strength of the Champion IV'''
|Strength of the Champion III, Champion 10
|Strength of the Champion III, Champion 10
|Your Hellspawn Champion can be ML 5 or lower. When you Recoup, instead of your Champion regaining 1/2 its maximum HP, it can regain all of its HP. (1/Rest)
|Your Hellspawn Champion can be ML 5 or lower.  
When you Recoup, instead of your Champion regaining 1/2 its max HP, it can regain all of its HP. (1/Rest)
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Monstrous Traits II'''
|'''Monstrous Traits II'''
|Strength of the Champion IV, Monstrous Traits
|Strength of the Champion IV, Monstrous Traits
|When you summon a Hellspawn Champion, choose two traits out of Iron Will, Steel Mind, Vigilant, or DR 2/Silvered or magical weapons. Your Hellspawn gains those traits.
|Monstrous Traits becomes two traits from Iron Will, Steel Mind, Vigilant, DR 2/Silvered Weapons or DR 2/Magical Weapons.
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Brutal Strikes'''
|'''Brutal Strikes'''
|Strength of the Champion IV
|Strength of the Champion IV
|Your Hellspawn Champion deals +2 damage on all hits that would deal damage.
|Your Hellspawn Champion deals +2 damage on all hits that would deal damage.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
|'''Terrifying Speed'''
|'''Terrifying Speed'''
|Strength of the Champion IV
|Strength of the Champion IV
|Your Hellspawn Champion can take one additional action on each of its turns.
|Your Hellspawn Champion can take one additional action on each of its turns.  
|''Hellcrafter, Champion''
|''Hellcrafter, Champion''
|-
|-
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|'''Champion of Hell'''
|'''Champion of Hell'''
|Strength of the Champion V
|Strength of the Champion V
|Gain the Spirit of Malice ability. The Hellspawn can change its form as though you resummoned it when you Recoup, allowing you to customize its abilities based on the talents you have taken in this track.
|Gain the Spirit of Malice ability.  
Furthermore, you may use Soulbind 3/Rest, but you may still only have one Hellspawn summoned at a time unless other talents say otherwise. You may use Champion Hellspawn 3/Rest.
'''Spirit of Malice.''' The Hellspawn can change its form as though you resummoned it when you Recoup, allowing you to customize its abilities based on the talents you have taken in this track.


Furthermore, Soulbind becomes 3/Rest, but you may still only have one Hellspawn summoned at a time unless other talents say otherwise. Champion Hellspawn becomes 3/Rest and +3 to all of its defense. Your Hellspawn also deals +2 damage when you have Death Points and are Bloodied.


 
'''''Level 30:''''' Spirit of Malice can also be done once for 1 AP on your turn (1/Recoup). Champion Hellspawn becomes +5 to all defenses.
Your Hellspawn now gains +3 to all of its defenses and deals +2 damage when you have Death Points and are Bloodied.
 
'''''Level 30:''''' Spirit of Malice can also be done once for 1 AP on your turn (1/Recoup). Your Hellspawn now gains +5 to all of its defenses.
|''Hellcrafter, Champion, '''Capstone'''''
|''Hellcrafter, Champion, '''Capstone'''''
|}
|}
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!Tags
!Tags
|-
|-
|'''Hellbound'''
|'''Infernal Bond'''
|Zealot Entry or Hellcrafter Entry
|Zealot Entry or Hellcrafter Entry
|Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result. (2/Rest)
|Whenever you fail a CHA check, or a creature makes a successful attack against your WILL, you may reroll that check or force that creature to reroll their attack, taking the new result. (2/Rest)
If you take this talent by meeting the Zealot Entry prerequisite, this talent and all other talents with the hellbound tag have the zealot tag. If you take this talent by meeting the Hellcrafter Entry prerequisite, this talent and all other talents with the hellbound tag have the hellcrafter tag.
If you have Zealot Entry, this talent and all other Hellbound talents have the zealot tag. If you have Hellcrafter Entry, this talent and all other Hellbound talents have the hellcrafter tag. If you have both the Hellcrafter Entry and Zealot Entry talents, choose whether this track is considered a Zealot or Hellcrafter track for you.
|''Hellbound''
|''Hellbound''
|-
|-
|'''Fire Scion'''
|'''Fire Scion'''
|Hellbound
|Infernal Bond
|You gain Resist Fire 3. When you take any Fire 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 damage after using this ability, you also deal 1d6 Fire damage. (½ CHA/Rest)
|You gain Resist Fire 3.  
On taking Fire Scion, any Hellbound talent you take with the Fire tag counts as either an Arcane or Primal source talent for which you possess a Magic Entry talent, but may only apply to a single source (which you choose on taking Fire Scion, if relevant). This increases your SP by 5 and increases either Arcane or Primal Power by 1.
Gain the Fire Scion ability.
 
'''Fire Scion.''' When you take any fire 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 damage after using this ability, you deal +1d6 fire damage. (½ CHA/Rest)
 
This talent and any Hellbound talent you take with the fire tag grants you +5 SP. When you cast any occult or divine spell, prayer, or chant that deals damage, you may choose to deal fire damage instead of its normal damage.
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
|'''Disciple of Flame'''
|'''Disciple of Flame'''
|Fire Scion
|Fire Scion
|Gain +5 SP. Learn 2 arcane spells or cantrips from the list below. They count as divine spells for you.
|Learn 2 arcane spells from the following list. They count as divine spells for you if this talent has the zealot tag, and as occult spells if this talent has the hellcrafter tag. If you did not have a casting attribute already, then it is CHA.  
'''''Arcane spells and cantrips:''''' [[Beam of Fire]], [[Fan the Flames]], [[Fireball]], [[Fire Shield]], [[Illuminate]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]
'''''Arcane spells and cantrips:''''' [[Beam of Fire]], [[Fan the Flames]], [[Fireball]], [[Fire Shield]], [[Illuminate]], [[Nova]], [[Wall of Fire]], [[Wave of Fire]]
|''Hellbound, Fire, Repeatable''
|''Hellbound, Fire, Repeatable''
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|'''Flameblade'''
|'''Flameblade'''
|Fire Scion
|Fire Scion
|For 2 AP you set any weapon in your hands ablaze for 1 minute, converting all of your damage done to Fire. While Flameblade is active, you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade. This weapon cannot use ammunition, but the effects apply to any weapon you wield for the duration. (2/Rest)
|Gain the Flameblade ability.
'''Flameblade.''' For 2 AP you set a melee weapon in your hands ablaze for 1 minute, converting all of your damage done with that weapon to fire. While active, this is considered your Flameblade and you may choose to attack a creature’s REF instead of their AR, and you may choose to use your CHA for attacks and damage with your Flameblade. (2/Rest)  
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
|'''Flameblade II'''
|'''Burning Resurgence'''
|Flameblade
|Disciple of Flame, Flameblade
|While your weapon is ablaze you ignore any Resistance to Fire damage. Additionally, you gain TA on attacks against a creature afflicted with the Burning condition.
|Flameblade becomes ½ CHA/Rest. Once you have taken 10 talents with the hellbound tag, you regain 1 use of Flameblade whenever you Recoup.  
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
|'''Flameblade III'''
|'''Flame Strike'''
|Flameblade II, Flame Strike, Hellbound 6
|Disciple of Flame, Flameblade
|While your weapon is ablaze you ignore Immunity to Fire damage, treating a creature with such as if they only possessed Affinity, taking ½ the damage. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature continues their Burning duration by 1 round
|Whenever you hit a creature with your Flameblade while ablaze, they gain Burning 1d4 for 1 minute, even if they aren’t normally flammable. (½ CHA/Rest)
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
|'''Flame Strike'''
|'''Swirling Vortex'''
|Disciple of Flame
|Flame Strike, Flameblade
|Whenever you hit a creature while your Flameblade is active they gain Burning 1d4 for 1 minute, even if they aren’t normally flammable. (½ CHA/Rest)
|When you hit a creature with your Flameblade while it is ablaze, you may spend 1 Reactive AP to deal your CHA in fire damage to any creature within 5 ft of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
|'''Swirling Vortex'''
|'''Flameblade II'''
|Flame Strike
|Flameblade
|When you hit a creature while your Flameblade is active you may spend 1 Reactive AP to deal your CHA in Fire Damage to any creature within 5 ft. of that creature, including yourself. This damage activates your Fire Scion feature for no additional Reactive AP cost if you are subjected to this damage.
|You may choose to ignore any Resist Fire with your Flameblade. Additionally, you gain +1 TA on attacks against a creature afflicted with the Burning condition.  
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
|'''Burning Resurgence'''
|'''Flameblade III'''
|Disciple of Flame
|Flameblade II, Flame Strike, Hellbound 6
|Your use of Flameblade increases to ½ CHA/Rest. Once you have taken 10 talents with the Hellbound tag, you regain 1 use of Flameblade whenever you Recoup.
|While your Flameblade is ablaze you ignore Immune Fire, treating a creature with such as if they only possessed Affinity, taking ½ the damage. You additionally gain +1 crit range against a creature that is on fire, and hitting such a creature continues their Burning duration by 1 round.  
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
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|Flameblade III, Hellbound 12
|Flameblade III, Hellbound 12
|
|
 
While your Flameblade is ablaze, any fire damage you deal with your Flameblade ignores Resist Fire and you deal an additional +1d4 fire damage with your Flameblade. Additionally, when you apply the Burning condition it is increased by 1 dice size (1d4 becomes 1d6, 1d6 becomes 1d8, and so forth).  
 
Fire damage you deal ignores Resistance and you deal an additional +1d4 Fire damage with any attacks you make while Flameblade is active. Additionally, any Burning damage you do is increased by 1 dice (1d4 becomes 1d6, 1d6 becomes 1d8, and so forth).
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|'''Focused Resolve'''
|Fire Scion, Hellbound 4
|Whenever an attack against your mental defenses misses, you gain +1 TA on your next ability check or attack against the originating creature or any of its allies.
|''Hellbound''
|-
|-
|'''Fiendish Fervor'''
|'''Fiendish Fervor'''
|Focused Resolve, Hellbound 8
|Focused Resolve, Hellbound 8
|When you hit a creature with the Fiend tag you may spend 1 AP to unnerve that creature. Make a magical CHA attack against the WILL of the struck creature. On a hit, that creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration. (2/Rest)
|Gain the Fiendish Fervor ability.
 
 
'''Fiendish Fervor.''' When you hit a creature with the fiend tag you may spend 1 AP to unnerve that creature. Make a magic attack vs. WILL of the struck creature. '''Hit:''' That creature is Shaken until the end of your next turn. On your subsequent turns, if you hit the same Shaken creature again, you may spend 1 AP to continue the Shaken duration. (2/Rest)  
|''Hellbound''
|-
|'''Burning Fervor'''
|Fiendish Fervor, Flameblade
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.
|''Hellbound''
|''Hellbound''
|-
|-
|'''Fiendish Fervor II'''
|'''Fiendish Fervor II'''
|Fiendish Fervor
|Fiendish Fervor
|Choose 2 creature types. Your Fiendish Fervor can now be used on those creatures. You now regain 1 use of your Friendish Fervor whenever you Recoup.
|Choose 2 creature tags. Fiendish Fervor can also be used on those creatures. You now regain 1 use of your Friendish Fervor whenever you Recoup.  
|''Hellbound, Repeatable''
|''Hellbound, Repeatable''
|-
|'''Burning Fervor'''
|Fiendish Fervor, Flameblade
|You may now use your Fiendish Fervor talent on any creature afflicted with Burning.
|''Hellbound''
|-
|-
|'''Crushing Fervor'''
|'''Crushing Fervor'''
|Fiendish Fervor
|Fiendish Fervor
|When you hit a creature that is currently Shaken you may spend 1 reactive AP to terrify them. Make a magical CHA attack against the WILL of the Shaken creature. On a hit, that creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend 1 reactive AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.
|Gain the Crushing Fervor ability.
'''Crushing Fervor.''' When you hit a creature that is currently Shaken you may spend 1 AP to terrify them. Make a magic attack vs. WILL of the Shaken creature. '''Hit:''' That creature becomes Frightened of you until the end of your next turn. On your subsequent turns, if you hit the same Frightened creature again, you may spend +1 AP to continue the Frightened duration. This also continues the duration of Shaken from Fiendish Fervor.  
|''Hellbound''
|''Hellbound''
|-
|-
|'''No Retreat'''
|'''No Retreat'''
|Crushing Fervor
|Crushing Fervor
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft. of you the Engaged condition.
|You may spend 1 AP to give a creature that is Shaken or Frightened within 5 ft of you the Engaged condition.
|''Hellbound''
|''Hellbound''
|-
|-
|'''Crushing Fervor II'''
|'''Crushing Fervor II'''
|Crushing Fervor
|Crushing Fervor
|When you hit a creature that is both Shaken and Frightened you may spend 1 reactive AP to break them. Make a magical CHA attack against the will of the afflicted creature. On a hit, that creature becomes Broken until the end of your next turn.
|When you hit a creature that is both Shaken and Frightened you may spend 1 AP to break them. Make a magic attack vs. WLL of the afflicted creature. '''Hit:''' That creature becomes Broken until the end of your next turn.  
|''Hellbound''
|''Hellbound''
|-
|-
|'''Crushing Fervor III'''
|'''Crushing Fervor III'''
|Crushing Fervor II
|Crushing Fervor II
|When you reduce a creature afflicted with the Broken condition to 0 hit points you may spend 2 reactive AP to terrify their allies. Make a magical CHA attack against the WILL of each hostile creature of an equal or lower Monster Level (ML) of the creature you have slain. On a hit, a creature is Broken for 1 minute or until they take damage. On a miss, a creature is Broken until the end of their next turn or until they take damage. (½ CHA/Rest)
|When you reduce a creature afflicted with the Broken condition to 0 HP you may spend 2 Reactive AP to terrify their allies. Make a magic attack vs. WILL of each hostile creature of an equal or lower Monster Level (ML) of the creature you have slain. '''Hit:''' The creature is Broken for 1 minute or until they take damage. '''Miss:''' The creature is Broken until the end of their next turn or until they take damage. (½ CHA/Rest)  
|''Hellbound''
|-
|'''Focused Resolve'''
|Fire Scion, Hellbound 4
|Whenever an attack against your mental defenses (ANT, LOG, or WILL) misses, you gain TA on your next ability check or attack against the originating creature or any of its allies.
|''Hellbound''
|''Hellbound''
|-
|-
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|Focused Resolve
|Focused Resolve
|You gain the Resolute Bastion ability.
|You gain the Resolute Bastion ability.
'''Resolute Bastion.''' When a creature makes an attack against you or one of your ally’s mental defenses you may roll a 1d4 and add the result to that defense. If that attack misses, you activate your Focused Resolve talent on that creature. (2/Rest)
'''Resolute Bastion.''' When a creature makes an attack against you or one of your ally’s mental defenses you can add +1d4 to that defense. If that attack misses, you activate your Focused Resolve talent on that creature. (2/Rest)
|''Hellbound''
|''Hellbound''
|-
|-
|'''Focused Resolve III'''
|'''Focused Resolve III'''
|Focused Resolve II
|Focused Resolve II
|You may now use your Hellbound talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.
|You may now use your Infernal Bond talent CHA/Rest. Additionally, you gain +1 TA when Focused Resolve triggers from Burning creatures.  
|''Hellbound''
|''Hellbound''
|-
|-
|'''Inspired Resolve'''
|'''Inspired Resolve'''
|Focused Resolve III
|Focused Resolve III
|You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken Condition then Inspired Resolve only costs you 1 AP. (½ END/Rest)
|You may spend 2 AP to activate Focused Resolve against a single creature. If that creature is afflicted with the Engaged or Broken condition then this only costs you 1 AP. (½ CHA/Rest)  
|''Hellbound, Fire''
|''Hellbound, Fire''
|-
|-
|'''Focused Resolve IV'''
|'''Focused Resolve IV'''
|Focused Resolve III
|Focused Resolve III
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of 1d4.
|You may now use Resolute Bastion CHA/Rest, and you grant you or your ally a +1d6 instead of +1d4.  
|''Hellbound''
|''Hellbound''
|-
|-
|'''Focused Resolve V'''
|'''Focused Resolve V'''
|Focused Resolve IV
|Focused Resolve IV
|While benefiting from TA drawn from your Focused Resolve, you increase your crit rating on a creature you attack by 1 per the following Condition it is afflicted with: Shaken, Frightened, Broken, and Burning.
|While benefiting from TA drawn from your Focused Resolve, you increase your crit range on a creature you attack by +1 per the following condition it is afflicted with: Shaken, Frightened, Broken, and Burning. 
|''Hellbound''
|''Hellbound''
|-
|-
|'''Focused Resolve VI'''
|'''Focused Resolve VI'''
|Focused Resolve V, Hellbound 12
|Focused Resolve V, Hellbound 12
|Should you reduce a creature to 0 HP from a critical hit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)
|Should you reduce a creature to 0 HP from a crit while benefiting from Focused Resolve you regain HP equal to 1d10+CHA. (2/Recoup)  
|''Hellbound''
|''Hellbound''
|-
|-
|'''Hellish Transformation'''
|'''Hellish Transformation'''
|Hellbound
|Infernal Bond
|You develop a trait influenced by your time spent in Hell, as if you were a fiendblood. You may choose from the following traits: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity.
|You develop a trait influenced by your time spent in Hell. You may choose from the following fiendblood features: Ancestral Communion, Claws, Fiendish Endurance, Infernal Influence, or Occult Affinity.
|''Hellbound, Repeatable''
|''Hellbound, Repeatable''
|-
|-
|'''Hellish Transformation II'''
|'''Hellish Transformation II'''
|Hellish Transformation or Blood Transformation, Character Level 5
|Hellish Transformation or Blood Transformation, Character Level 5
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a Fiendblood, you gain 1 additional use of your Blood Transformation.
|You gain the fiendblood Blood Transformation ability, choosing one of the available sublineages. If you already are a fiendblood, you gain +1 use of your Blood Transformation.  
|''Hellbound''
|''Hellbound''
|-
|-
|'''Hellish Transformation III'''
|'''Hellish Transformation III'''
|Hellish Transformation II, Character Level 15
|Hellish Transformation II, Character Level 15
|You gain 1 additional use of your Blood Transformation ability.
|You gain +1 use of your Blood Transformation ability.
|''Hellbound''
|''Hellbound''
|-
|-
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|Fiendish Fervor, Hellbound 14, Zealot Entry
|Fiendish Fervor, Hellbound 14, Zealot Entry
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward.
|You’ve broken the bonds of hell upon your soul, freeing you from its influence, now able to seek your own path forward.
Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire increases to 1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 attribute point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire becomes +1d8. You may choose to lose any Hellish Transformation talents you have and instead gain +1 Attribute Point for each lost, but still cannot exceed any attribute limits, and you gain the Redemptive Strike ability.


'''Redemptive Strike.''' If you have TA against a creature subject to Fiendish Fervor, you may automatically critically hit that creature (2/Rest). If that TA resulted from Focused Resolve, and your critical hit reduces the creature to 0 HP, you regain 1 use of Redemptive Strike. (2/Rest)
'''Redemptive Strike.''' If you have TA against a creature subject to Fiendish Fervor, you may automatically crit that creature (2/Rest). If that TA resulted from Focused Resolve, and your crit reduces the creature to 0 HP, you regain 1 use of Redemptive Strike. (2/Rest)


'''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.
'''''Level 30:''''' The final cap for your CHA increases from 12 to 14 and you may now use Redemptive Strike 2/Recoup.
Line 374: Line 391:
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry
|Fiendish Fervor, Hellbound 14, Hellcrafter Entry
|You have accepted the permanence of your connection to Hell, searing its power into your soul.
|You have accepted the permanence of your connection to Hell, searing its power into your soul.
Your uses of Flameblade increase to CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn. You may choose to lose up to 3 attribute points to increase your uses of Blood Transformation at a rate of +1 use per attribute point lost. You gain the Destroyer's Strike ability. '''Destroyer's Strike.''' If you hit a target that is Frightened of you, you may cause the creature to become Broken (2/Rest). You and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour. '''''Level 30:''''' Your Hellfire fire damage and Destroyer's Strike psychic damage both increase to 1d10.
Flameblade becomes CHA/Rest and the extra damage dealt by Hellfire is also dealt by your summoned Hellspawn. You may choose to lose up to 3 Attribute Points to increase your uses of Blood Transformation at a rate of +1 use per Attribute Point lost.  
 
Also, you and your summoned Hellspawn deal +1d6 psychic damage against all creatures that were Frightened or Broken by you within the past hour.
 
Gain the Destroyer's Strike ability.  
 
'''Destroyer's Strike.''' If you hit a target that is Frightened of you, you may cause the creature to become Broken. (2/Rest)  
 
'''''Level 30:''''' Your Hellfire fire damage and Destroyer's Strike psychic damage both increase to 1d10.
|''Hellbound, '''Capstone'''''
|''Hellbound, '''Capstone'''''
|}
|}