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**[Home Page](Home%20Page.md) / [Prism](Prism.md) / [Character Paths](Character%20Paths.md)**
>[!recite|no-i clean]+ # <center><font size="-1">Quick Access Menu</font></center>
>>[!column|3 center clean no-i nmg no-t]
>>> [!info|no-t clean no-i nmg]
>>> - [General Paths](Level%203%20Character%20Paths.md#General%20Paths)
>>> - [Archetype Paths](Level%203%20Character%20Paths.md#Archetype%20Paths)
>>
>>> [!info|no-t clean no-i nmg]
>>> - [Pantheon Paths](Level%203%20Character%20Paths.md#Pantheon%20Paths)
>>> - [Racial Paths](Level%203%20Character%20Paths.md#Racial%20Paths)
>>
>>> [!info|no-t clean no-i nmg]
>>> - [Vocational Paths](Level%203%20Character%20Paths.md#Vocational%20Paths)
# Level 3 Character Paths
<!Character Paths without info: Storm Blessed, Hand of Gold, Path of the Storm Speaker>
The Following Character Paths are available to be chosen at Level 3. Do note that most of these have prerequisites to have access to them.
<br>
### General Paths
These Character Paths are available to all characters, and do not have any extra affiliations or requirements (other than the ones specific to them).
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Lone Wanderer](Lone%20Wanderer.md)</font></font>
>><br>
>><center>"Not all who walk alone are without friends."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must not have access to a continental resource. You must possess the Athletics, Nature or Survival Core Skill.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Constitution, Intelligence, Strength or Wisdom</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to two of Constitution, Intelligence, Strength or Wisdom</center>
>><br>
>><center><font color="#8555d5">Special: </font>When navigating wilderness, you are considered Supplied for the purposes of Kit interactions that relate to foraging, travel or survival (but not Mess Kit).</center>
>>
>><br>
>>
>><center>In addition, once per Long Rest, you may attempt a Core Athletics, Nature or Survival check, if you roll a 15 or higher, you may attempt a comfortable Long Rest for your party without expending an extra supply.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Sole Survivor](Sole%20Survivor.md)</font></font>
>><br>
>><center>"Why was it me? Why am I still standing? Is this a cruel joke?"</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have succeeded at least 4 major environmental contests. Contests failed that resulted in an Injury count as a success for this requirement.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+3 to Willpower Tests (All Characters)</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+3 to Willpower Tests (All Characters)</center>
>><br>
>><center><font color="#8555d5">Special: </font>The trauma of the past continues to haunt you. Whenever an ally is defeated during combat, you gain a +1 bonus to all Opposed Attribute contests for the remainder of that encounter. This bonus stacks for each ally that falls.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Thirst for Knowledge](Prism/Character%20Paths/Level%203/General%20Paths/Thirst%20for%20Knowledge.md)</font></font>
>><br>
>><center>"So much to learn, so much to know — your hunger for knowledge is insatiable."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must possess ten total of any combination of the following: Spells, Augments, Songs, Kits, Martial Stances, Core Skills, or Uncommon Languages.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Intelligence or Wisdom</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Intelligence and Wisdom</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may choose one additional Core Skill, Specialist Class Feature (including associated Proficiency), Kit Proficiency, or Scroll Specialist.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Thrill Seeker](Thrill%20Seeker.md)</font></font>
>><br>
>><center>"Blood pumping, Adrenaline singing; Life is yours for the taking."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have succeeded at least 4 major environmental contests. Contests failed that resulted in an Injury count as a success for this requirement.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Dexterity</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Dexterity and one other Attribute of your choice</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you would attempt an environmental contest, you may reroll the attempt. You must accept the second result.</center>
>>
>><br>
>>
>><center>In addition, once per Long Rest, whenever you would be Critically Hit by an enemy, you may attempt a d20 roll. If the result is 15 or higher, the Critical Hit is fully negated, and you immediately gain 2 bonus Action Points that fade at the end of the round. If the result is 14 or lower, you are instead afflicted with Tier III Stunned. This affliction ignores Resistance and Immunity, and cannot be reduced by any means other than fading naturally.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Trained by a Foreign Master](Trained%20by%20a%20Foreign%20Master.md)</font></font>
>><br>
>><center>"Exotic people from strange places — you found one willing to teach you something new."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have spent at least one month training under a master from another country.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to all Attributes</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain 1 point of the continental resource associated with your master's homeland. This point functions as normal, except you may only ever hold 1 point gained this way. You may not use other resources to pay for this continental resource, though you may gain temporary points of it through other means.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Vow of Vengeance](Vow%20of%20Vengeance.md)</font></font>
>><br>
>><center>"This was more than a slight, more than spite — this would be a reckoning."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You can only take this path if you have been defeated by an enemy that is still alive and uncaptured. You must designate that creature as the target of your Vow of Vengeance at the time this path is taken.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to the highest Attribute that enemy possesses (choose one if tied)</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to each of the highest and lowest Attributes that enemy possesses (choose one per position if tied; choose two if all are tied)</center>
>><br>
>><center><font color="#8555d5">Special: </font>While this Vow is active, you suffer a -1 penalty to all rolls, except when on an expedition or performing a task that directly and meaningfully brings you closer to enacting your vengeance. While in an encounter with a creature that shares a race with your target, this penalty is suspended and you instead gain a +1 to all rolls.</center>
>>
>><br>
>>
>><center>Whenever you have a clear opportunity to exact your vengeance on the target, you must attempt to do so, provided the attempt would not be unreasonable, impossible, or completely suicidal (DM's discretion).</center>
>>
>><br>
>>
>><center>When you kill, destroy, or imprison the target of your Vow, the Vow is complete. All roll modifiers from this path are removed, but the attribute bonuses granted by this path are doubled.</center>
<br>
---
### Archetype Paths
These Character Paths require one of the four [Archetypes](Archetype.md) ([Faith](Archetype.md), [Mana](Archetype.md), [Wanderer](Archetype.md), [Warrior](Archetype.md)). They aim at specializing the abilities generally found within their respective Archetype.
<br>
###### <u><center>Faith</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Anointed Plate](Anointed%20Plate.md)</font></font>
>><br>
>><center>"Faith is armor the soul wears first."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must have Proficiency with Medium Armor, and have survived an encounter while Wounded/Shattered in at least 5 combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Vigor and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>While wearing Medium Armor, whenever you would gain an Affliction, you may spend Mana Points to reduce the Affliction by a number of Tiers equal to Mana spent this way.</center>
>>
>><br>
>>
>><center>In addition, a number of times per combat equal to your Authority, whenever you would take damage from an enemy's Melee Weapon, you may gain a point of Mana.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Blessed Edge](Blessed%20Edge.md)</font></font>
>><br>
>><center>"Every strike is a prayer made manifest."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must have Proficiency with a Weapon Group, and have dealt damage with it while under the effect of one of your own Imbuements in at least 5 combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Prowess</center>
>><br>
>><center><font color="#8555d5">Special: </font>While you are Imbued by a spell with an incurred Imbuement, you gain a bonus to Attack and damage rolls with weapons equal to the highest Tier of of those Imbuements.</center>
>>
>><br>
>>
>><center>In addition, a number of times equal to your Authority per combat, whenever you would deal damage with a weapon, you can choose to dispel a spell on you that is incurring an Imbuement. If you do, all enemies within 15 ft. take Radiant damage equal to the Tiers of Imbuement dispelled this way. Allies in this aura are healed for the same amount.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hymn of Ascension](Hymn%20of%20Ascension.md)</font></font>
>><br>
>><center>"What is sung in devotion does not go unanswered."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must know at least 8 spells.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Sovereignty</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Sovereignty</center>
>><br>
>><center><font color="#8555d5">Special: </font>All spells you cast have the Divine Keyword.</center>
>>
>><br>
>>
>><center>In addition, whenever you would cast a spell while affected by a Blessing, Boon or in Hallowed ground of your Deity, you automatically ascend spells you cast by 1.</center>
>>
>><br>
>>
>><center>You may cast a spell without spending Mana. You can do this a number of times equal to your Sovereignty, and each Mana Point used in this spell counts as a use of this ability.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Sanctified Aegis](Sanctified%20Aegis.md)</font></font>
>><br>
>><center>"I stand so that you may kneel another day."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Faith Archetype. In addition, you must have Proficiency with a Shield, and have successfully Blocked at least 5 or more attacks.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Willpower to your Shield Rating. In addition, you add a bonus equal to your current Mana Pool on Block attempts. You may also attempt to Block Magic attacks.</center>
>>
>><br>
>>
>><center>Whenever you would be hit in combat and take no damage from that attack, you and all of your allies within 15 ft. gain 1 Courage.</center>
<br>
###### <u><center>Mana</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Arcanist's Weave](Arcanist's%20Weave.md)</font></font>
>><br>
>><center>"Cloth and current, woven as one."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have Proficiency with Light Armor, and have Channeled for Mana while Wounded during 5 combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>While wearing Light Armor, whenever you would Channel for Mana, you gain AC equal to the Action Points spent on that Channel.</center>
>>
>><br>
>>
>><center>In addition, you may spend additional Action Points when you Channel. For each Action Point over 2, you add an additional Mana Point.</center>
>>
>><br>
>>
>><center>This lasts a number of rounds equal to your current Grace. While benefiting from this effect, you may not Channel. You lose this effect when your Mana Pool reaches 0.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Augmenter](Prism/Character%20Paths/Level%203/Archetype%20Paths/Mana/Augmenter.md)</font></font>
>><br>
>><center>"One color was never going to be enough."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have cast a spell using an Augment at least 10 times.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>A number of times per combat equal to your Authority, you may cast a spell with one of its Augment's Mana cost reduced to 0.</center>
>>
>><br>
>>
>><center>You may apply more than one Augment to a spell. If you already can, a spell with more than one Augment is automatically Ascended by 1.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Channel's Grip](Channel's%20Grip.md)</font></font>
>><br>
>><center>"The implement does not make the caster — but it remembers every spell that passed through it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have Proficiency with an Implement, and have cast at least 10 spells through it.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Competence</center>
>><br>
>><center><font color="#8555d5">Special: </font>A number of times per day equal to their Competence, the wielder may empower their Channel. If they do, they generate an additional Mana Point for each implement they are wielding.</center>
>>
>><br>
>>
>><center>In addition, the APC of Channeling is reduced by 1 point.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Deepwell](Deepwell.md)</font></font>
>><br>
>><center>"The Prism does not run dry for those who know how to drink from it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Mana Archetype. In addition, you must have spent your entire Mana Pool in a single round of combat in at least 5 combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your maximum Mana Pool increases by 2.</center>
>>
>><br>
>>
>><center>In addition, a number of times in combat equal to your Willpower, you may use Action Points instead of Mana Points to ascend a spell you cast.</center>
<br>
###### <u><center>Wanderer</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Adrenal Reserve](Adrenal%20Reserve.md)</font></font>
>><br>
>><center>"Most run out of nerve. You simply keep more in reserve."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have a Class Feature that spends Adrenaline, and you must have reached maximum Adrenaline in combat 5 times.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Initiative and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your maximum Adrenaline increases by 2.</center>
>>
>><br>
>>
>><center>In addition, you may spend Maximum adrenaline to prevent an Injury you would normally gain. You may only do this once per round.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[On the Edge](Prism/Character%20Paths/Level%203/Archetype%20Paths/Wanderer/On%20the%20Edge.md)</font></font>
>><br>
>><center>"Every close call is fuel for the next one."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have a Class Feature that spends Adrenaline, and you must have spent a total of 10 Adrenaline in a single combat.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Initiative</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Initiative and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you would gain a point of Adrenaline, you also gain a point of Courage. In addition, you may use Courage as well as Adrenaline to fuel abilities that require Adrenaline.</center>
>>
>><br>
>>
>><center>In any round at the end of which you have failed to produce Adrenaline, you lose all Courage you possess.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Quickdraw Adept](Quickdraw%20Adept.md)</font></font>
>><br>
>><center>"It's over before they hear the blade leave its sheath."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have Proficiency with a Weapon Group, and have struck the first blow in at least 5 combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Initiative</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Grace to Initiative checks to determine turn order.</center>
>>
>><br>
>>
>><center>In addition, whenever you would strike an enemy that has yet to act in a round, you may attack that enemy again without APC. You may do this a number of times in a combat equal to your Grace.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Second Skin](Prism/Character%20Paths/Level%203/Archetype%20Paths/Wanderer/Second%20Skin.md)</font></font>
>><br>
>><center>"Why wear a wall when you can wear the wind?"</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Wanderer Archetype. In addition, you must have Proficiency with Light Armor, and have survived an encounter while Wounded/Shattered in at least 5 combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>While wearing Light Armor, you ignore the Burden of that armor.</center>
>>
>><br>
>>
>><center>In addition, you gain a bonus to your AC equal to your current Grace if you have acted before the attacker this round.</center>
<br>
###### <u><center>Warrior</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Bastion's Plate](Bastion's%20Plate.md)</font></font>
>><br>
>><center>"Let them break themselves against you."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must have Proficiency in Heavy Armor, and have worn it through an encounter in which you ended combat Bloodied or worse in at least 5 different combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>While wearing Heavy Armor, increase your base Burden by an amount equal to your Spirit.</center>
>>
>><br>
>>
>><center>In addition, you reduce all Physical damage you would take by an amount equal to your Vigor (with the exception of Fall damage).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Iron Bulwark](Iron%20Bulwark.md)</font></font>
>><br>
>><center>"Behind this wall, no one falls alone."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must have Proficiency with a Shield, and have successfully Blocked at least 5 or more attacks.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Presence and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>Increase the Shield Rating of any shield you wield by an amount equal to your Vigor. In addition, you may add a bonus to Block attempts equal to the Burden of the Shield you are using.</center>
>>
>><br>
>>
>><center>Once per Long Rest, when you successfully Block an attack, you may extend that Block to also reduce the damage of the next attack made against an adjacent ally before the start of your next turn, using the same Shield Rating roll. These extensions stack but fade at the same time.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Stance Adept](Prism/Character%20Paths/Level%203/Archetype%20Paths/Warrior/Stance%20Adept.md)</font></font>
>><br>
>><center>"The body remembers what the mind has mastered."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must know at least 8 Martial Discipline stances.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Initiative</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain Maneuver Specialist. You add a number of slots for Martial Stances equal to your Competence.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Veteran Edge](Veteran%20Edge.md)</font></font>
>><br>
>><center>"A blade is only as sharp as the hand that's bled for it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be of the Warrior Archetype. In addition, you must have Proficiency with at least one Weapon Group, and have made 20 attacks with weapons of that group over the course of play.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may use your Prowess instead of your Strength or Dexterity for Attack rolls for weapons.</center>
>>
>><br>
>>
>><center>One-Handed Weapons may add their Prowess to their damage rolls instead of Strength or Dexterity.</center>
>>
>><br>
>>
>><center>Heavy Weapons may add twice their Prowess to damage rolls instead of Strength or Dexterity.</center>
>>
>><br>
>>
>><center>Once per Long Rest, when you score a Critical Hit with a weapon from your chosen group, you may immediately make one additional attack with that weapon at no APC cost. This bonus attack cannot itself Critically Hit.</center>
<br>
---
### Pantheon Paths
These Character Paths often require you to be loyal or follow one of the [Pantheons](Pantheons.md), or a specific Deity within them. One path represents general devotion to the Pantheon as a whole; one path exists per deity for those who follow that deity specifically.
<br>
###### <u><center>Black Pantheon</center></u>
<br>
>[!Columns| 3 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Mark Of The Black Covenant](Mark%20Of%20The%20Black%20Covenant.md)</font></font>
>><br>
>><center>"The Black Pantheon does not ask for love. It asks for honesty about what you are."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship a deity of the Black Pantheon, and have performed a deed in their name that the DM recognizes as significant.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Mental Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Mental Attribute and +1 to any Physical Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>You have Resistance to the Banished, Cursed and Madness afflictions.</center>
>>
>><br>
>>
>><center>In addition, once per day, you may attempt a Religion check. If you do, you can call upon the forces of darkness to provide a boon for you and your party for the task at hand. If you do not have a Faith class, you must provide an offering before such a request. (The offering must match the potency of the request, decided by the DM.)</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Bound By The General Dues - Babylon](Bound%20By%20The%20General%20Dues%20-%20Babylon.md)</font></font>
>><br>
>><center>"Every Oath is a debt. The Man in Black collects, eventually."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Babylon. In addition, you must have sworn a Binding Oath that the DM has tracked as narratively significant.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Presence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Presence</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Presence to your Burden, Persuasion checks and Damage rolls with weapons.</center>
>>
>><br>
>>
>><center>You hold the weight of your oath, the skill at words and conviction of punishment Lord Babylon demands of you. You can bind oaths between characters. For each oath that you bind, you increase your Maximum Hit Points by 1. For each oath that is broken, and that you fail to punish the oathbreakers for, you lose 2 Maximum Hit Points instead.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Endless Battles Mark - Crowley](Endless%20Battles%20Mark%20-%20Crowley.md)</font></font>
>><br>
>><center>"The Deathless does not flinch from the wound. He wears it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Crowley. In addition, you must have fought on after sustaining 3 Injuries without having them removed before the end of combat. This must occur in at least 1 combat.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You suffer no mechanical detriments for your Minor, Major and Critical Injuries.</center>
>>
>><br>
>>
>><center>In addition, you gain 10 additional Maximum Hit Points.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Lord Of Nightmares' Gift - Wode](Lord%20Of%20Nightmares'%20Gift%20-%20Wode.md)</font></font>
>><br>
>><center>"Fear is not the enemy. Fear is the lesson you haven't learned yet."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Wode. In addition, you must have faced and survived an encounter the DM designates as a genuine nightmare — overwhelming odds, a personal horror, or a no-win scenario.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>You are Immune to the Frightened Affliction.</center>
>>
>><br>
>>
>><center>In addition, whenever an enemy within 20 ft. is afflicted with Frightened by any source, you gain Courage equal to your current Authority. You can only gain this Courage once per instance of this Frightened source.</center>
>>
>><br>
>>
>><center>Whenever you would afflict a creature with the Frightened affliction, you increase the tier of that affliction by 1 tier.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Whispers Of The Veiled Eye - Oloken'hai](Whispers%20Of%20The%20Veiled%20Eye%20-%20Oloken'hai.md)</font></font>
>><br>
>><center>"The truth beneath reality does not care if you are ready for it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Oloken'hai. In addition, you must have sought out or been exposed to forbidden knowledge that the DM has flagged as narratively dangerous.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Tenacity</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Tenacity</center>
>><br>
>><center><font color="#8555d5">Special: </font>When you take this Character Path, you gain a Madness effect of at least Tier 2. You gain an additional Madness of 1 minimum Tier higher for each future Character Path you receive.</center>
>>
>><br>
>>
>><center>In exchange, you are Immune to all other forms of Mind Controlling effects or Afflictions (as determined by the DM).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Wrath Daughter's Brand - Lorita](Wrath%20Daughter's%20Brand%20-%20Lorita.md)</font></font>
>><br>
>><center>"Grief became fire. Fire became her. Now it is yours too."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Lorita. In addition, you must have a designated target of personal vengeance, or have lost a home, family, or place of belonging to violence.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you would deal damage of any kind, that damage incurs Elemental (Burning), the Tier of which is equal to your Willpower.</center>
>>
>><br>
>>
>><center>If the original source of damage is Fire, increase this Affliction by an additional Tier.</center>
<br>
###### <u><center>Blue Pantheon</center></u>
<br>
>[!Columns| 3 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Bond Of The Mortal-Kin](Bond%20Of%20The%20Mortal-Kin.md)</font></font>
>><br>
>><center>"Each face of the Blue Pantheon is a people's face. To serve one is to serve a whole nation's heart."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship a deity of the Blue Pantheon, and have performed a deed in direct service to that deity's people (your own race or another's) that the DM recognizes as significant.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Attribute matching your deity's Boon</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Attribute matching your deity's Boon and +1 to any other Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain the base Racial Passive of the race of which who’s deity you have served.</center>
>>
>><br>
>>
>><center>If you are already of that race, you gain an additional 10 Maximum Hit Points.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Armband Of The Battle Brother - Tilt](Armband%20Of%20The%20Battle%20Brother%20-%20Tilt.md)</font></font>
>><br>
>><center>"Through thick and thin. He returns with no memory of being a god, until slain protecting a friend."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Tilt. In addition, you must have protected an ally at significant personal risk, putting their safety before your own.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Presence and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you take damage meant for an ally (by intercepting an attack, redirecting a Taunt, or similar), you gain 1 Courage.</center>
>>
>><br>
>>
>><center>In addition, once per Combat, whenever an ally within 10 ft. would be reduced to 0 Hit Points, you may swap places with them as a Reaction (if the geometry allows), taking the triggering damage in their place instead.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Chain Broken By The Unchained - Cassius](Chain%20Broken%20By%20The%20Unchained%20-%20Cassius.md)</font></font>
>><br>
>><center>"He broke his own chains first. Now he breaks everyone else's."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Cassius. In addition, you must have freed yourself or another from captivity, slavery, or coercive control.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You are Immune to any effect that would force control over your mind. You can break the bounds of any rope, chain or other binding by spending 1 Action Point.</center>
>>
>><br>
>>
>><center>In addition, you may use your Prowess on all checks while in combat against any creature you know to be a slaver or tyrannical figure who has imprisoned people or their minions.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Fist Of The Iron Atlas - Astaroth](Fist%20Of%20The%20Iron%20Atlas%20-%20Astaroth.md)</font></font>
>><br>
>><center>"The weak should die. The strong should live. He waits beneath the world to see which you are."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Astaroth. In addition, you must have overcome a trial of pure strength or endurance, alone, without aid.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain Proficiency with Heavy Armor and Heavy Weapons.</center>
>>
>><br>
>>
>><center>In addition, you add your Prowess to Burden, and may use your Vigor to determine Attack rolls and Damage rolls with Heavy Weapons.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hands Of The Shattered Clock - Raquel](Hands%20Of%20The%20Shattered%20Clock%20-%20Raquel.md)</font></font>
>><br>
>><center>"She watches forward to an unseen horror, fearing history will repeat. Perhaps you can help her stop it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Raquel. In addition, you must have made a significant sacrifice of time, opportunity, or self to prevent a worse outcome.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>Once per Round, you may reroll your Initiative after it has been rolled, taking either result.</center>
>>
>><br>
>>
>><center>In addition, once per Expedition, you may remove all Injuries from a character. For 24 hours, they continue to act as normal. At the end of that time, these injuries return. This can apply to dead characters, but cannot affect a creature who has been dead a week or more.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Light Of The Starcaller - Falaael](Light%20Of%20The%20Starcaller%20-%20Falaael.md)</font></font>
>><br>
>><center>"He weeps for a people he can no longer walk among, and guides them toward sovereignty all the same."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Falaael. In addition, you must have made a significant decision in service of long-term legacy over short-term gain.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Competence</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Stamina to Burden.</center>
>>
>><br>
>>
>><center>In addition, if you can cast spells, you gain the Starfall Augment.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[The Only Law - Aladine](The%20Only%20Law%20-%20Aladine.md)</font></font>
>><br>
>><center>"Inward reflection, outward truth — they flow through everything that dreams."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Aladine. In addition, you must have killed a non-Shar'kai, for no other reason than to punish disrespect, blasphemy or as sacrifice to Aladine.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Sovereignty</center>
>><br>
>><center><font color="#8555d5">Special: </font>The first attack each turn you make with a Heavy weapon has its APC reduced by an amount equal to the enemies you have killed the previous turn.</center>
>>
>><br>
>>
>><center>In addition, the first time each combat you would kill an enemy with more than one Injury, you heal all of your Injuries.</center>
<br>
###### <u><center>Green Pantheon</center></u>
<br>
>[!Columns| 3 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Keeper Of The Old Laws](Keeper%20Of%20The%20Old%20Laws.md)</font></font>
>><br>
>><center>"Be a good host. Be a good guest. The world remembers both."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship a deity of the Green Pantheon, and have upheld one of the Old Laws at meaningful personal cost (sparing prey taken for sport, honoring a guest or host obligation, leaving the dead undisturbed, or similar).</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Physical Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Mental Attribute and +1 to any Physical Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>While in natural terrain (forest, mountain, plains, or similar untouched wilderness), you gain a bonus to Nature, Perception and Survival checks equal to your Spirit, and you cannot be tracked by mundane means unless you wish to be found.</center>
>>
>><br>
>>
>><center>In addition, once per Long Rest, you may use Combat Acumen or Lore Acumen on a natural object, creature or terrain. You use your Competence, Cunning or Wit for this check. If you succeed, you reveal ALL information that Acumen type would reveal.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Bloom Of Lady Spring - Gwaina](Bloom%20Of%20Lady%20Spring%20-%20Gwaina.md)</font></font>
>><br>
>><center>"Fickle as new growth, kind as the first warmth after frost."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Gwaina. In addition, you must have helped something or someone begin again — rebuilding, replanting, or starting over after loss.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you would heal an ally, you heal them an additional amount equal to your Spirit.</center>
>>
>><br>
>>
>><center>In addition, once per combat, you may heal the lowest Injury the target has, whenever you would heal a target.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Branch Of The Spirit Tree - Inca](Branch%20Of%20The%20Spirit%20Tree%20-%20Inca.md)</font></font>
>><br>
>><center>"Few words. The roots speak loudest, if you learn to listen."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Inca. In addition, you must have spent at least one week in genuine isolation within nature, or have nurtured plant life as a sustained practice.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Resilience and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>You have Immunity to abilities that would force movement on you.</center>
>>
>><br>
>>
>><center>Whenever you would gain Supplies, you gain an additional amount of supplies equal to your Spirit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Leaves Of Lord Autumn - Vinsc](Leaves%20Of%20Lord%20Autumn%20-%20Vinsc.md)</font></font>
>><br>
>><center>"Abundance one year, scarcity the next. Impossible to predict — that is the point."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Vinsc. In addition, you must have changed your mind on a major topic or decision your party or comrades have made.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>Once per Long Rest, you may reroll a d20 roll you have just made. You must accept the second result. If the second result would cause a different outcome for the roll, you are healed for an Injury you possess. If you have none, you are healed to full Hit Points. If you are at full Hit Points, you gain your Spirit in Temporary Hit Points.</center>
>>
>><br>
>>
>><center>In addition, you may add your Grace to non-Artisan Kit checks.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Mask Of Lord Winter - Talven](Mask%20Of%20Lord%20Winter%20-%20Talven.md)</font></font>
>><br>
>><center>"The blizzard punishes the wasteful. The wisdom of winter rewards the appreciative."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Talven. In addition, you must have survived a harsh environmental hardship (extreme cold, famine, or isolation) or protected a child through one.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Resilience</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Resilience and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Resilience to your Burden.</center>
>>
>><br>
>>
>><center>In addition, you gain Resistance to Cold damage and Elemental (Chilled) Afflictions.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Mask Of Many Mouths - Gazenaroc](Mask%20Of%20Many%20Mouths%20-%20Gazenaroc.md)</font></font>
>><br>
>><center>"Loyal, merciless, ever-changing — the wild does not apologize for what it is."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Gazenaroc. In addition, you must have formed a bond with a wild or feral creature, or have adapted your fighting style mid-encounter to overcome a foe that outmatched you.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Wit</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Stamina and Wit</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain an Animal Companion.</center>
>>
>><br>
>>
>><center>In addition, you choose a Mutation from the Mutate spell. That mutation is permanent for you.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Mask Of Petrified Wood - Lorn](Mask%20Of%20Petrified%20Wood%20-%20Lorn.md)</font></font>
>><br>
>><center>"Decay is not cruelty. It is the world clearing space to grow again."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Lorn. In addition, you must have ended the suffering of a dying creature or laid the dead to proper rest in a way that mattered to the story.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Cunning</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Tenacity</center>
>><br>
>><center><font color="#8555d5">Special: </font>You have immunity to Poison/Seep.</center>
>>
>><br>
>>
>><center>In addition, you recover from Injuries without needing a Comfortable Long Rest.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Wreath of Lady Summer - Silloway](Wreath%20of%20Lady%20Summer%20-%20Silloway.md)</font></font>
>><br>
>><center>"An honest day's work is its own reward — and its own warning to the lazy."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Silloway. In addition, you must have completed a significant feat that benefited a community.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Stamina and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Vigor to all Downtime actions you perform, even if you already do add Vigor.</center>
>>
>><br>
>>
>><center>In addition, you gain a Resistance to Fire damage and Elemental (Burning) Afflictions.</center>
<br>
###### <u><center>Grey Pantheon</center></u>
<br>
>[!Columns| 3 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hand On The Scale](Hand%20On%20The%20Scale.md)</font></font>
>><br>
>><center>"Fair is not the same as kind. The Grey Pantheon deals in what's owed, not what's wished for."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship a deity of the Grey Pantheon, and have made a significant decision the DM recognizes as morally ambiguous — one with no clean answer, where you chose anyway.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Mental Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Mental Attribute and +1 to any Physical Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>Once per Long Rest, you may force a reroll on any single d20 roll made by yourself or by another creature within 30 ft. (their choice of which result to keep is removed; the new roll stands). This may be used reactively, even outside your turn.</center>
>>
>><br>
>>
>><center>In addition, whenever you succeed on a roll by the narrowest possible margin (exactly meeting a DC or beating an opposed roll by 1), you gain a bonus equal to your Spirit to your next d20 roll, as fate balances the ledger in your favor.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Cup Of The Fortune Thief - Sekelcuse](Cup%20Of%20The%20Fortune%20Thief%20-%20Sekelcuse.md)</font></font>
>><br>
>><center>"Rid the world of poverty by usurping those bloated with wealth."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Sekelcuse. In addition, you must have stolen from, swindled, or otherwise taken from someone who had far more than they needed, and given to someone who had far less.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Guile</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add Grace to your Deception, Sleight of Hand and Stealth checks.</center>
>>
>><br>
>>
>><center>In addition, you gain the Thieves Tools Class feature. If you already possess it, you may add your Guile to Kit checks.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Eye Of The Whirlpool - Kaheeli](Eye%20Of%20The%20Whirlpool%20-%20Kaheeli.md)</font></font>
>><br>
>><center>"The sea respects those brave enough to challenge it. The rest, it simply takes."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Kaheeli. In addition, you must have survived a storm, voyage, or other significant brush with chaos and disaster at sea or in open wilderness.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>You have Resistance to Damage and Afflictions from storms, drowning, and other natural disaster effects.</center>
>>
>><br>
>>
>><center>In addition, once per Long Rest, you may call a moment of chaos: choose one square within 30 ft. All creatures there (including allies) are subjected to a disorienting gust, each gaining Tier I Staggered, unless they succeed on a contested Cunning or Grace check.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Map Of The Lord of Secrets - Wondox](Map%20Of%20The%20Lord%20of%20Secrets%20-%20Wondox.md)</font></font>
>><br>
>><center>"New experiences are meant to be sought out. Secrets are shared only sparingly."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Wondox. In addition, you must have explored someplace genuinely unknown to you and your party, or uncovered a significant secret.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Initiative</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Initiative</center>
>><br>
>><center><font color="#8555d5">Special: </font>Checks made to identify an area or detect items, thresholds or creatures while within an area you have never been to before have a bonus added to them equal to your Spirit.</center>
>>
>><br>
>>
>><center>In addition, you are Immune to Mind Reading abilities and Afflictions.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Mirror Of The Dreaming Sage - Oun](Mirror%20Of%20The%20Dreaming%20Sage%20-%20Oun.md)</font></font>
>><br>
>><center>"Inward reflection, outward truth — they flow through everything that dreams."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Oun. In addition, you must have entered the Dream.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>The first Action Point you spend on Movement each round or hour has its Movement Rating doubled, and it is resolved through Dreamwalking. You must be able to see the square you Dreamwalk to.</center>
>>
>><br>
>>
>><center>In addition, you may add your Willpower to calculate Burden, even if your Willpower is already added.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Patience Of The Stone Shaper - Ezokhine](Patience%20Of%20The%20Stone%20Shaper%20-%20Ezokhine.md)</font></font>
>><br>
>><center>"The mountain does not rush. It simply outlasts."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Ezokhine. In addition, you must have completed a significant crafting project or restored something broken or discarded.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Tenacity</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Competence to checks made with Kits.</center>
>>
>><br>
>>
>><center>In addition, you ignore Resistance and Immunity that attacks have against Withstand actions you take.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Spear Of The Neverend - Iass](Spear%20Of%20The%20Neverend%20-%20Iass.md)</font></font>
>><br>
>><center>"Only strife and struggle allow mortals to grow."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Iass. In addition, you must have endured a prolonged expedition (at least 10 sessions long).</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Vigor and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain a bonus or penalty to your Attack rolls and Contested rolls equal to the difference of your Spirit against the opposing source’s Spirit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Thread Of The First Weaver - Matron of Fate](Thread%20Of%20The%20First%20Weaver%20-%20Matron%20of%20Fate.md)</font></font>
>><br>
>><center>"No mortal is fully bound by fate, nor fully unraveled from it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship the Matron of Fate. In addition, you must have received or delivered a prophecy, omen, or significant foretold warning that shaped events.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Cunning</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Cunning</center>
>><br>
>><center><font color="#8555d5">Special: </font>Once per Expedition, you may reveal a fate that may be in store for you and your comrades on your current Expedition. If you choose to accept this fate, you gain a +2 to all rolls associated with allowing that fate to come to pass. If you reject this fate, you receive a +2 to rolls that directly avoid this fate. (The DM determines if such rolls qualify).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Two Faces Of The Coin - Nero](Two%20Faces%20Of%20The%20Coin%20-%20Nero.md)</font></font>
>><br>
>><center>"Wealth and charity are the same coin. It depends only which face is up."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Nero. In addition, you must have made a significant transaction, deal, or act of either greed or charity that the DM recognizes as narratively meaningful.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Presence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Presence</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Presence to checks made to negotiate prices, broker deals, or assess the value of goods.</center>
>>
>><br>
>>
>><center>In addition, you increase the Steam or other currency value of treasure caches you find or receive as quest rewards by 150%. Donations made with currency have an increased value by the same amount. (This does not apply both at the same time.)</center>
<br>
###### <u><center>White Pantheon</center></u>
<br>
>[!Columns| 3 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Mark Of The White Accord](Mark%20Of%20The%20White%20Accord.md)</font></font>
>><br>
>><center>"Goodness is not given. It is chosen, again, every single day."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship a deity of the White Pantheon, and have performed a deed of self-sacrifice, mercy, or protection that the DM recognizes as significant.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Mental Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Mental Attribute and +1 to any Physical Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>You have Resistance to the Banished, Diseased and Stunned Afflictions.</center>
>>
>><br>
>>
>><center>In addition, once per day, you may attempt a Religion check. If you do, you can call upon the forces of darkness to provide a boon for you and your party for the task at hand. If you do not have a Faith class, you must provide an offering before such a request. The offering must match the potency of the request. This is decided by the DM.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Blade Of Unshaking Honor - Glory](Blade%20Of%20Unshaking%20Honor%20-%20Glory.md)</font></font>
>><br>
>><center>"A life lived in purity and peace — that is the truly glorious thing."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Glory. In addition, you must have publicly upheld an oath or code of honor at personal cost.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain Resistance on attempts to Avoid, Block, Parry or Withstand attacks made with your weapon. If they are of an evil alignment, your weapon attacks are Immune to those defensive actions.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Bloom Of The Martyr's Grief - Viderick](Bloom%20Of%20The%20Martyr's%20Grief%20-%20Viderick.md)</font></font>
>><br>
>><center>"Pain and loss can be watered ground from which new growth blooms."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Viderick. In addition, you must have suffered a significant personal loss and chosen to continue caring for others rather than withdraw.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you heal an ally, you may also remove 1 Tier of Despair, Frightened, or a similar emotional Affliction from them as part of the same action.</center>
>>
>><br>
>>
>><center>In addition, once per Long Rest, when you or an ally within 10 ft. would be defeated, you may, as a 1 APC Reaction, cause all allies within 30 ft. to gain 10 Courage.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hands Of The Silent Redeemer - Vavren](Hands%20Of%20The%20Silent%20Redeemer%20-%20Vavren.md)</font></font>
>><br>
>><center>"Redemption is not found in others' eyes. It is found in your own."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Vavren. In addition, you must have forgiven, spared, or helped redeem someone who had wronged you or others.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Final Injuries your character causes are never lethal. All weapons and spells you wield have Overwhelm.</center>
>>
>><br>
>>
>><center>In addition, you cannot allow an enemy to be killed unless they are incapable of reason or completely beyond reasonable hope of redemption. This uses the character's judgement, and mistakes may require atonement.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Spark Of The Seven - The Seven](Spark%20Of%20The%20Seven%20-%20The%20Seven.md)</font></font>
>><br>
>><center>"Every god gives a fraction of their power as payment for the hope you gave the world."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be devoted to The Seven. In addition, you must have performed a deed that directly inspired hope in another mortal during a moment of genuine despair.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Attribute and +1 to any other Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>You ignore the first Final Injury you would take each combat. You may also reroll a Death Saving Throw and take the better result.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Ward Of The Everlearning - Runethares](Ward%20Of%20The%20Everlearning%20-%20Runethares.md)</font></font>
>><br>
>><center>"Ignorance is the only true darkness. The dragon-father mends what it would unmake."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must worship Runethares. In addition, you must have recovered, preserved, or restored a piece of lost knowledge, history, or magic.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Competence</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Competence to your AC, History Checks, and Spell Damage rolls.</center>
<br>
---
### Racial Paths
These Character Paths often require you to be of a specific [Race](Prism%20Races.md) and their Sub-races. Each path is built around what a paragon of that race looks like — an amplification of the race's own defining identity and racial passive, rather than a generic bonus.
<br>
###### <u><center>Core Races</center></u>
<br>
>[!Columns| 3 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Dreamer Unbound (Curious Soul) - Gnome](Dreamer%20Unbound%20(Curious%20Soul)%20-%20Gnome.md)</font></font>
>><br>
>><center>"The Dream does not frighten a Gnome. The Dream is simply where they live a little more honestly."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Gnome. In addition, you must have entered the Dream and must have witnessed the dream of another creature and survived.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Cunning</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>You can now enter the Dreams of others. This allows you to use social, informational or explorative features, abilities and spells while within that dream. You cannot harm the dreamer in anyway.</center>
>>
>><br>
>>
>><center>In addition, you can travel up to 50 miles x your Spirit while Dreamwalking this way to enter the Dreams of others.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Eldar Ascendant - Elf](Eldar%20Ascendant%20-%20Elf.md)</font></font>
>><br>
>><center>"Centuries teach patience. Patience, in time, becomes grace made manifest."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be an Elf. In addition, you must have convinced a shorter lived race against a foolish action and have them listen to you.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>Eldar Grace increases your Movement Rating by an amount equal to your Spirit.</center>
>>
>><br>
>>
>><center>In addition, your long life has allowed you to pick up other abilities from those you have met. You gain a Passive from any other Core Race (you may instead choose a Sub-race passive).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Heart Of The Mountain - Dwarf](Heart%20Of%20The%20Mountain%20-%20Dwarf.md)</font></font>
>><br>
>><center>"Stone does not bend. Stone endures, and outlasts everything that tries to break it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Dwarf. In addition, you must have been affected by a Physical Affliction at least 10 times.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Resistance to Poison/Toxic and Diseased/Plagued (granted by Heart of Stone) becomes Immunity.</center>
>>
>><br>
>>
>><center>In addition, you gain +10 to your Maximum Hit Points.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hearth And Home - Halfling](Hearth%20And%20Home%20-%20Halfling.md)</font></font>
>><br>
>><center>"It's not the size of the halfling. It's the size of the table they set for everyone else."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Halfling. In addition, you must have hosted, fed, or sheltered others at meaningful personal cost or risk.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Presence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Presence and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Second Breakfast Racial Passive increases the Tier of Supplies you find by 1.</center>
>>
>><br>
>>
>><center>In addition, you gain a bonus to your Downtime actions equal to the number of companions you have. This includes all creatures except Familiars.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Unbreakable Will - Human](Unbreakable%20Will%20-%20Human.md)</font></font>
>><br>
>><center>"Short-lived, but never small. Humanity's gift is refusing to stay down."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Human. In addition, you must have made a successful Death Saving Throw.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Attribute and +1 to any other Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Indomitable Spirit Racial Passive triggers once a combat.</center>
>>
>><br>
>>
>><center>In addition, whenever your Indomitable Spirit passive would trigger, you gain Courage equal to your Spirit.</center>
<br>
###### <u><center>Ancestry Races</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Lovesia's Chosen - Stoneborn](Lovesia's%20Chosen%20-%20Stoneborn.md)</font></font>
>><br>
>><center>"The stone does not speak often. When it does, it is worth hearing."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Stoneborn. In addition, you must have survived at least 3 combats with 2 or more Injuries.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Tenacity</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Resilience and Tenacity</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Tenacity is added to any effect that lowers damage you would take.</center>
>>
>><br>
>>
>><center>In addition, whenever you would prevent damage, you gain Temporary Hit Points equal to the damage prevented.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Tide-Marked - Abyssborn](Tide-Marked%20-%20Abyssborn.md)</font></font>
>><br>
>><center>"The Deep does not forget its children, no matter how far inland they wander."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be an Abyssborn. In addition, you must have accomplished something significant while submerged or in a deep-water environment.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Stamina and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Movement Rating while swimming increases by 2, and you no longer suffer penalties to attacks or skill checks while underwater.</center>
>>
>><br>
>>
>><center>In addition, you give a penalty to enemies within 10 ft. of you to their checks to swim equal to your Spirit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Acid Dragonborn - Black or Copper](Acid%20Dragonborn%20-%20Black%20or%20Copper.md)</font></font>
>><br>
>><center>"The dragon does not whisper in your blood. It roars."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Acid-aspected Dragonborn. In addition, you must have defeated 10 enemies or more with Acid damage.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Competence to contested rolls with your Breath weapon.</center>
>>
>><br>
>>
>><center>In addition, once per combat, you may affect the terrain with your Breath weapon. For a number of rounds equal to your Spirit, that area afflicts creatures who enter or end their turn in this area with Tier II Elemental (Corroded).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Cold Dragonborn - White or Silver](Cold%20Dragonborn%20-%20White%20or%20Silver.md)</font></font>
>><br>
>><center>"The dragon does not whisper in your blood. It roars."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Cold-aspected Dragonborn. In addition, you must have defeated 10 enemies or more with Cold damage.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Tenacity</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Tenacity to contested rolls with your Breath weapon.</center>
>>
>><br>
>>
>><center>In addition, once per combat, you may affect the terrain with your Breath weapon. For a number of rounds equal to your Spirit, that area afflicts creatures who enter or end their turn in this area with Tier II Elemental (Chilled).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Fire Dragonborn - Red or Gold](Fire%20Dragonborn%20-%20Red%20or%20Gold.md)</font></font>
>><br>
>><center>"The dragon does not whisper in your blood. It roars."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Fire-aspected Dragonborn. In addition, you must have defeated 10 enemies or more with Fire damage.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Prowess to contested rolls with your Breath weapon. </center>
>>
>><br>
>>
>><center>In addition, once per combat, you may affect the terrain with your Breath weapon. For a number of rounds equal to your Spirit, that area afflicts creatures who enter or end their turn in this area with Tier II Elemental (Burning).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Lightning Dragonborn - Blue or Bronze](Lightning%20Dragonborn%20-%20Blue%20or%20Bronze.md)</font></font>
>><br>
>><center>"The dragon does not whisper in your blood. It roars."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Lightning-aspected Dragonborn. In addition, you must have defeated 10 enemies or more with Lightning damage.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Initiative</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Initiative and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Initiative to contested rolls with your Breath weapon. </center>
>>
>><br>
>>
>><center>In addition, once per combat, you may affect the terrain with your Breath weapon. For a number of rounds equal to your Spirit, that area afflicts creatures who enter or end their turn in this area with Tier II Elemental (Shocked).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Poison Dragonborn - Green or Copper](Poison%20Dragonborn%20-%20Green%20or%20Copper.md)</font></font>
>><br>
>><center>"The dragon does not whisper in your blood. It roars."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Poison-aspected Dragonborn. In addition, you must have defeated 10 enemies that were afflicted with Poison/Toxic or with Poison damage.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Resilience</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Resilience and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Resilience to contested rolls with your Breath weapon. </center>
>>
>><br>
>>
>><center>In addition, once per combat, you may affect the terrain with your Breath weapon. For a number of rounds equal to your Spirit, that area afflicts creatures who enter or end their turn in this area with Tier II Elemental (Radiated).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Cloud Giant](Cloud%20Giant%20(Character%20Path).md)</font></font>
>><br>
>><center>"The blood remembers the size it once was."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Cloud Giant blood. In addition, you must have used your phantasmal mounts to travel through at least 3 regions in a single Expedition (they can be the same region).</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Presence</center>
>><br>
>><center><font color="#8555d5">Special: </font>The summoned steeds can now be used as active combat mounts. They cannot fly while being used this way.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Fire Giant](Fire%20Giant%20(Character%20Path).md)</font></font>
>><br>
>><center>"The blood remembers the size it once was."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Fire Giant blood. In addition, you must have wielded a Heavy weapon one-handed for at least 5 combats for the entire combat.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>All enemies that start their turn within 10 ft. of you are dealt Fire damage equal to your Prowess.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Ogre Blood](Ogre%20Blood%20(Character%20Path).md)</font></font>
>><br>
>><center>"The blood remembers the size it once was."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Ogre Blood. In addition, you must have been surrounded by 5 or more enemies in at least 3 separate combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Prowess to Attack and Damage rolls with weapons you wield.</center>
>>
>><br>
>>
>><center>In addition, whenever you cast a spell without the Mind Keyword, you can add your Prowess to the Attack roll or Contested roll.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Storm Giant](Storm%20Giant%20(Character%20Path).md)</font></font>
>><br>
>><center>"The blood remembers the size it once was."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Storm Giant blood. In addition, you must have crossed or fought atop open water using your Titan's Gift.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you attack, you may sacrifice your Movement Rating (MR) down to 0. If you do, that attack deals additional Lightning damage to the target and to all targets within 10 ft. of that target. The amount of damage is equal to the sacrificed MR. This MR returns at the end of your next turn. </center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Troll Blood](Troll%20Blood%20(Character%20Path).md)</font></font>
>><br>
>><center>"The blood remembers the size it once was."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Troll Blood. In addition, you must have healed yourself from the Wounded/Shattered state with your own healing in at least 3 separate combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Resilience and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You ignore all penalties from Injuries.</center>
>>
>><br>
>>
>><center>In addition, whenever you would heal from your Titan’s Gift, you heal the lowest Injury you possess. You cannot heal this way if you are defeated or killed.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[The Chosen Soul - Celestial](The%20Chosen%20Soul%20-%20Celestial%20(Character%20Path).md)</font></font>
>><br>
>><center>"Touched by the planes, rooted in this one anyway."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be an Aasimar. In addition, you must have performed a deed of radiant heroism that the DM recognizes as significant.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Sovereignty</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain angelic wings and a Fly speed equal to your normal Movement Rating. In addition, you are Immune to Radiant Damage and the Elemental (Radiate) Affliction.</center>
>>
>><br>
>>
>><center>Choose a single spell up to level 3. You cast that spell as if ascended to level 3. If does not have a color of magic, unless you already have one. You may cast that spell once per combat/hour. Casting a spell this way costs no mana, but it cannot be augmented in anyway, except through this ability's automatic ascension.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[The Chosen Soul - Primal](The%20Chosen%20Soul%20-%20Primal%20(Character%20Path).md)</font></font>
>><br>
>><center>"Touched by the planes, rooted in this one anyway."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Genasi. In addition, you must have survived or thrived in an area significant to your element.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain the Passive of every other Genasi.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[The Chosen Soul - Spirit](The%20Chosen%20Soul%20-%20Spirit%20(Character%20Path).md)</font></font>
>><br>
>><center>"Touched by the planes, rooted in this one anyway."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Yozai. In addition, you must have used your Spirit Form to escape or survive a lethal situation.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Spirit Form now lasts the entire combat when it is activated. You can use this once per Long Rest.</center>
>>
>><br>
>>
>><center>While in Spirit Form, you may add your Grace to Damage rolls with spells and weapons.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[The Chosen Soul - Wicked](The%20Chosen%20Soul%20-%20Wicked%20(Character%20Path).md)</font></font>
>><br>
>><center>"Touched by the planes, rooted in this one anyway."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Tiefling. In addition, you must have embraced or wielded your infernal heritage in a moment of consequence.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Cunning</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Sovereignty</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain demonic wings and a Fly speed equal to your normal Movement Rating. In addition, you are Immune to Necrotic Damage and the Elemental (Necrosis) Affliction.</center>
>>
>><br>
>>
>><center>Choose a single spell up to level 3. You cast that spell as if ascended to level 3. If does not have a color of magic, unless you already have one. You may cast that spell once per combat/hour. Casting a spell this way costs no mana, but it cannot be augmented in anyway, except through this ability's automatic ascension.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Bloodmarked (Bat)](Bloodmarked%20(Bat)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Bloodmarked. In addition, you must have used flight to escape or decide a significant encounter.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Fly Speed in Hybrid form increases by 2.</center>
>>
>><br>
>>
>><center>In addition, you may now use your hands while flying.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Coldborn (Werebear)](Coldborn%20(Werebear)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Coldborn. In addition, you must have weathered a significant burden, literal or figurative, without breaking.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You reduce all damage you take by an amount equal to your Vigor.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Fanglord (Tiger)](Fanglord%20(Tiger)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Fanglord. In addition, you must have defeated a foe in single, decisive combat while in Hybrid form.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Prowess</center>
>><br>
>><center><font color="#8555d5">Special: </font>Attacks you make with your claws gain the Flowing, Overwhelm and Reliable Properties.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hearthhome (Rabbit)](Hearthhome%20(Rabbit)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Hearthhome. In addition, you must have spent all of you APC in a round to move at least 5 times in a combat.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>When gathering supplies in an area, you increase the abundance of the terrain by a number of steps equal to half your Spirit to determine your rolls dealing with the terrain.</center>
>>
>><br>
>>
>><center>In addition, the first Action Point you spend on movement is refunded each round.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Kitsune (Fox)](Kitsune%20(Fox)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Kitsune. In addition, you must have talked your way out of or into something significant while transformed.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Cunning</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>You can reroll social skill checks per Long Rest equal to your Spirit. You may take the better result.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Nightskulk (Rat)](Nightskulk%20(Rat)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Nightskulk. In addition, you must have infiltrated or escaped a location undetected using stealth at least 5 times.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>Attacks you make have Sneak Attack while stealthed. If you already have Sneak Attack, attacks you make instead gain the Reliable Property.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Ragebred (Boar)](Ragebred%20(Boar)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Ragebred. In addition, you must have charged headlong into danger to protect something or someone.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You have 2 additional minor Injury slots, and you ignore worsening of Injuries applied in places where Injuries are already.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Scaleheart (Crocodile)](Scaleheart%20(Crocodile)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Scaleheart. In addition, you must have ambushed or dragged down a significantly larger foe.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Bite Attack gains the Cleave or Grapple Property when you attack with it while in Hybrid form.</center>
>>
>><br>
>>
>><center>In addition, you heal yourself an amount of Hit Points equal to the damage you deal with your Bite attack.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Seascarred (Shark)](Seascarred%20(Shark)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Seascarred. In addition, you must have hunted or fought decisively in open water.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Swim speed is increased by 2.</center>
>>
>><br>
>>
>><center>In addition, your Critical Threshold on weapons you wield is increased by 2. If you are submerged, it is increased by 4.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Witchwolf (Wolf)](Witchwolf%20(Wolf)%20(Character%20Path).md)</font></font>
>><br>
>><center>"Three shapes, one will."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Witchwolf. In addition, you must have fought alongside a pack (allies) to bring down a foe none of you could have defeated alone.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Presence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Presence and Sovereignty</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your +1 to all Sub-Attributes while transformed increases to +2.</center>
>>
>><br>
>>
>><center>In addition, you add your Presence to Damage rolls of spells and weapons.</center>
<br>
###### <u><center>Monster Races</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Unbroken Horns - Minotaur](Unbroken%20Horns%20-%20Minotaur.md)</font></font>
>><br>
>><center>"Freedom and strength. Astaroth gave the weight; Cassius gave the will to never be chained by it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Minotaur. In addition, you must have been in at least 4 combats in which they had their Movement Rating reduced for the amount of weight you were carrying, and you must have been attempted to be bound and escaped 3 times through playtime.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Stamina and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may carry an additional amount of weight equal to your Spirit.</center>
>>
>><br>
>>
>><center>In addition, once per combat, for 3 APC, you may lower your horns and charge to a target, moving up to twice your full Movement Rating in a straight line. All creatures within your path may perform an Avoid action using their Cunning, Grace or Wit. On a failed check they receive 2d6 Physical damage and are pushed 15 ft. in a perpendicular trajectory from the path of the Minotaur.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Big Blob - Plasmoid](Big%20Blob%20-%20Plasmoid%20(Character%20Path).md)</font></font>
>><br>
>><center>"A Plasmoid does not have a true shape."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Plasmoid. In addition, you must have expended most of your time in the Big Blob form, and must have had you Movement Rating reduced for at least 3 entire combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>While in the Big Blob form, you can attempt to swallow a creature that is one size bigger than you or smaller for 3 APC. The targeted creature must perform a contested roll against the Big Blob’s Vigor using their Grace, Prowess or Tenacity.</center>
>>
>><br>
>>
>><center>At the start of each round, the creature takes 1d6 Acid damage, and gains one Tier of Elemental (Corroded) for each turn they remain inside of the Big Blob. At the start of the trapped creature’s turns. it might re-attempt the check to escape for 3 APC. While trapped inside, the creature cannot move, speak, or target the Big Blob with attacks or effect, in the same way creatures from outside can’t target the trapped creature without hurting the Big Blob.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Humanish - Plasmoid](Humanish%20-%20Plasmoid%20(Character%20Path).md)</font></font>
>><br>
>><center>"A Plasmoid does not have a true shape."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Plasmoid. In addition, you must have expended most of your time in the Humanish form, and have fooled at least three people making them think you're a normal humanoid.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to any Attribute</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to any Attribute and +1 to any other Attribute</center>
>><br>
>><center><font color="#8555d5">Special: </font>You can mimic the shape and passives of any common humanoid Race you have interacted with.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Long Lash - Plasmoid](Long%20Lash%20-%20Plasmoid%20(Character%20Path).md)</font></font>
>><br>
>><center>"A Plasmoid does not have a true shape."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Plasmoid. In addition, you must have expended most of your time in the Long Lash form, and must have striked at least 10 enemies while in this form.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Prowess</center>
>><br>
>><center><font color="#8555d5">Special: </font>While in the Long Lash form, you may now extend your arms up to 30 ft. of distance, allowing you to interact with objects far away (depending on the weight of the object, might not be able to be moved or additional rolls might be required).</center>
>>
>><br>
>>
>><center> For 2 APC, you may pull objects closer to you, or pull yourself up to a solid surface. If the object you are grasping on to is a creature, the Long Lash must roll a Prowess check against the targeted creature’s Resilience, Tenacity or Vigor. The winning creature can decide if the Long Lash moves the targeted creature to their threatened area or if the Long Lash is pulled closer to the target. Unconscious creatures count as objects and don’t require a contested check to pull.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Square Up - Plasmoid](Square%20Up%20-%20Plasmoid%20(Character%20Path).md)</font></font>
>><br>
>><center>"A Plasmoid does not have a true shape."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Plasmoid. In addition, you must have expended most of your time in the Square Up form, and must have shielded allies from 10 separate instances of damage.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Presence and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>While in the Square Up form, for 3 APC, you may rapidly expand your form to occupy a 15 ft. cube. All creatures in that area must make a Cunning, Grace or Wit check against the Square Up's Vigor or be pushed back 20 ft. (Extra damage may apply depending on the surface they land on.)</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Fury - Siren](Fury%20-%20Siren%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Siren feeds on something."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Fury. In addition, you must have used anger to incite an ally or unbalance an enemy in a decisive moment.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you have feasted on rage, you immediately heal to full Hit Points.</center>
>>
>><br>
>>
>><center>In addition, at the start of the next combat (or at the start of the next round if you are already in combat), you reduce the APC of attacks you make each round equal to your Prowess. These attacks are calculated together to calculate these reductions. This lasts until the end of the combat. (For example, if your Prowess is 3, you can make one Heavy Weapon attack, 3 Light or one Light and a single One Handed attack.)</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Sand Siren - Siren](Sand%20Siren%20-%20Siren%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Siren feeds on something."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Sand Siren. In addition, you must have used joy to defuse a conflict or rally allies in a dire moment.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Wit</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Presence and Wit</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you have feasted on joy, you immediately heal to full Hit Points.</center>
>>
>><br>
>>
>><center>In addition, at the start of the next combat (or at the start of the next round if you are already in combat), you cause Courage equal to your Willpower on all allies you heal or Imbue for the remainder of that combat.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Sea Siren - Siren](Sea%20Siren%20-%20Siren%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Siren feeds on something."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Sea Siren. In addition, you must have used fear to break an enemy's resolve in a decisive moment.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Authority</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you have feasted on fear, you immediately heal to full Hit Points.</center>
>>
>><br>
>>
>><center>In addition, at the start of the next combat (or at the start of the next round if you are already in combat), you cause Cowardice equal to your Authority on all creatures you damage for the remainder of that combat.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Stone Siren - Siren](Stone%20Siren%20-%20Siren%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Siren feeds on something."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Stone Siren. In addition, you must have used sorrow to disarm or pacify a hostile situation.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you have feasted on sorrow, you immediately heal to full Hit Points.</center>
>>
>><br>
>>
>><center>In addition, at the start of the next combat (or at the start of the next round if you are already in combat), you have Overwhelm on all damage sources you control for the remainder of the Combat.</center>
<br>
###### <u><center>Primordial Races</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Blueskin - Orc](Blueskin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Blueskin Orc. In addition, you must have denied an amount of Cold damage equal to 50 Hit Points or have resisted a total of 10 Tiers of Elemental (Chilled).</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Tenacity</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Resistance to Cold damage and Elemental (Chilled) becomes Immunity to Elemental (Chilled) specifically.</center>
>>
>><br>
>>
>><center>In addition, every time they receive Cold damage, you gain the amount of damage that would have been dealt as Temporary Hit Points, and if you are afflicted with the Elemental (Chilled) condition, you gain an equal Tier of Inspired.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Greenskin - Orc](Greenskin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Greenskin Orc. In addition, you must have reduced 10 Tiers of Seep across different combats, and must have resisted at least two instances of the Stunned/Numbed Affliction.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>You are Immune to Bleed/Seep.</center>
>>
>><br>
>>
>><center>In addition, when you inflict enemies with these Afflictions, you increase their Tier by 1.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Moonskin - Orc](Moonskin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Moonskin Orc. In addition, you must have denied an amount of Psychic damage equal to 50 Hit Points, or have resisted a total of 10 Tiers of Dazed/Staggered.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Sovereignty</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Sovereignty and Tenacity</center>
>><br>
>><center><font color="#8555d5">Special: </font>You are Immune to Dazed/Staggered and Psychic damage.</center>
>>
>><br>
>>
>><center>In addition, you increase Psychic damage you would deal by an amount equal to your Sovereignty.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Nightskin - Orc](Nightskin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Nightskin Orc. In addition, you must have denied an amount of Necrotic damage equal to 50 Hit Points, or have resisted a total of 10 Tiers of Frightened/Horror.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Willpower</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>You are Immune to Frightened/Horror specifically.</center>
>>
>><br>
>>
>><center>In addition, you increase Necrotic damage you would deal by an amount equal to your Willpower.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Redskin - Orc](Redskin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Redskin Orc. In addition, you must have denied an amount of Fire damage equal to 50 Hit Points, or have resisted a total of 10 Tiers of Elemental (Burning).</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Tenacity</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Tenacity and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Resistance to Fire damage and Elemental (Burning) becomes Immunity to Elemental (Burning) specifically.</center>
>>
>><br>
>>
>><center>In addition, every time they receive Fire damage, you deal to all creature within 5 ft. of you the amount of Fire damage that you would have been dealt, and if you are afflicted with the Elemental (Burning) condition, you instead apply it to any creature within 5 ft. of you at the same Tier that it would have been applied to you.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Sunskin - Orc](Sunskin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Sunskin Orc. In addition, you must have denied an amount of Radiant damage equal to 50 Hit Points, or have resisted a total of 10 Tiers of Blind/Sightless.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Resilience</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Resilience and Tenacity</center>
>><br>
>><center><font color="#8555d5">Special: </font>You are Immune to Blind/Sightless specifically.</center>
>>
>><br>
>>
>><center>In addition, you increase Radiant damage you would deal by an amount equal to your Resilience.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Goblin - Orc](Goblin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Goblin. In addition, you must have been Wounded/Shattered 3 times in a single combat.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>You add your Stamina to your Burden.</center>
>>
>><br>
>>
>><center>In addition, attacks you make with Light weapons have the Reliable Property.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hobgoblin - Orc](Hobgoblin%20-%20Orc%20(Character%20Path).md)</font></font>
>><br>
>><center>"Every Orc is born knowing how to fight."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Hobgoblin. In addition, you must have gained a total of 30 Courage across different combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Prowess</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Prowess</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain Courage at the start of your turns equal to the number of adjacent enemies.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Geckoi - Saurian](Geckoi%20-%20Saurian%20(Character%20Path).md)</font></font>
>><br>
>><center>"Before the mutations split the bloodline, there was only the Saurian."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Geckoi. In addition, you must have taken the Avoid Action at least 5 times.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain Immunity to the Prone condition and Resistance to the Dazed/Staggered condition.</center>
>>
>><br>
>>
>><center>In addition, you gain the ability to use the Avoid Action using your Grace to dodge attacks that have had you as their target, potentially nullifying the damage that would have been dealt. This action must be declared before knowing the damage roll.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Kobold - Saurian](Kobold%20-%20Saurian%20(Character%20Path).md)</font></font>
>><br>
>><center>"Before the mutations split the bloodline, there was only the Saurian."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Kobold. In addition, you must have had committed acts of thievery in which a precious Item was recovered, or an act of extreme chaos in which your curiosity took the best of you.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Cunning</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>You gain Sleight of Hand as a secondary Core Skill. If you already possess this Core Skill, you may add their Spirit to the roll.</center>
>>
>><br>
>>
>><center>In addition, you gain the ability to use a Strike of Luck. You may expend a use of Strike of Luck to add half your Spirit (Rounded up) to an otherwise failed d20 check of your choice. You gain a maximum amount of Strikes of Luck per day equal to the amount of Character Paths taken.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Lizardfolk - Saurian](Lizardfolk%20-%20Saurian%20(Character%20Path).md)</font></font>
>><br>
>><center>"Before the mutations split the bloodline, there was only the Saurian."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Lizardfolk. In addition, you must have killed 8 enemies across different combats.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Prowess and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>All weapon attacks you make count as having the Rend Property.</center>
>>
>><br>
>>
>><center>In addition, if you successfully hit the first attack you would make on a round, you may make a free Bite attack. On a hit, this attack deals 1d6 damage, and increases the Tier of Bleed/Seep the creature is currently afflicted with by 1.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Naga - Saurian](Naga%20-%20Saurian%20(Character%20Path).md)</font></font>
>><br>
>><center>"Before the mutations split the bloodline, there was only the Saurian."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be a Naga. In addition, you must have moved a total of 120 ft. in a turn across 3 different combats, or have made a discovery of great importance while underwater.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Authority and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>You are now able to use your bonus to movement underwater on land.</center>
>>
>><br>
>>
>><center>In addition, you may expend 2 APC to attempt to constrict a creature of your same size category within 5 ft. of you. Roll an Opposed check using your Stamina against the target creature's Grace, Prowess, or Wit. if you succeed, the targeted creature gains Tier III Staggered at the start of each of their turns, and you gain a +5 to all attacks against said creature. The constricted creature may retry this Opposed check at the start of each of their turns.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Ominax - Saurian](Ominax%20-%20Saurian%20(Character%20Path).md)</font></font>
>><br>
>><center>"Before the mutations split the bloodline, there was only the Saurian."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must be an Ominax. In addition, you must have subjugated 4 of the enemies defeated in combat.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Sovereignty</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Sovereignty</center>
>><br>
>><center><font color="#8555d5">Special: </font>Once per combat, for 3 APC, you are able to Imbue your allies with Tiers of inspired equal to your Sovereignty as you guide them in battle.</center>
>>
>><br>
>>
>><center>In addition, once per Long Rest, you gain the ability to reroll one of the rolls made as Camp actions by one of your allies using your Sovereignty, as you show them how the task is supposed to be performed.</center>
<br>
---
### Vocational Paths
These Character Paths focus on the different [Kits](Prism/Armory/Kits/Kits.md) that a character may have Proficiency with. [Artisan Kits](Artisan%20Kit.md) paths in particular grant access to item creation for that vocation.
<br>
###### <u><center>Core Kits</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Camp Anchor - Mess Kit](Camp%20Anchor%20-%20Mess%20Kit.md)</font></font>
>><br>
>><center>"A fire, a meal, and a roof — that's not luxury out here. That's survival with dignity."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Mess Kit. In addition, you must have kept your party fed and sheltered through a stretch of genuine hardship.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Stamina</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Stamina and Wit</center>
>><br>
>><center><font color="#8555d5">Special: </font>Whenever you Set Camp, you may spend 1 fewer Supply than normal to make it Comfortable (minimum of 0).</center>
>>
>><br>
>>
>><center>In addition, you can apply more than one food boon at a time. The total number of additional food boons you can apply in this way is equal to half of your Spirit (minimum of 1).</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Delver's Instinct - Dungeoneer's Kit](Delver's%20Instinct%20-%20Dungeoneer's%20Kit.md)</font></font>
>><br>
>><center>"The dungeon doesn't beat you. The dungeon just waits for you to make the mistake."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Dungeoneer's Kit. In addition, you must have navigated or survived a significant dungeon, ruin, or underground hazard using it.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Stamina</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Listen Through Wall, Prop Door and Use Rope actions no longer require you to be Supplied to use, though all other Kit interactions still do.</center>
>>
>><br>
>>
>><center>In addition, once per hour, you may attempt any single Dungeoneer's Kit interaction (including Sub-type actions you possess) as though you had rolled a 15, before modifiers.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Keeper of Record - Scholar's Kit](Keeper%20of%20Record%20-%20Scholar's%20Kit.md)</font></font>
>><br>
>><center>"Knowledge not written down is just a rumor waiting to be forgotten."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Scholar's Kit. In addition, you must have recorded, decoded, or preserved information that proved significant at least 5 times in a single Expedition.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Cunning</center>
>><br>
>><center><font color="#8555d5">Special: </font>You may add your Competence to all Kit checks.</center>
>>
>><br>
>>
>><center>In addition, you increase the quality of items produced with this Kit by 1 step.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Second Face - Espionage Kit](Second%20Face%20-%20Espionage%20Kit.md)</font></font>
>><br>
>><center>"Everyone wears a mask. The Espionage Kit just teaches you to make a better one."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Espionage Kit. In addition, you must have used it to pull off a significant deception, infiltration, or impersonation.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Guile</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Guile</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Disguise Self DC increases by 5 (up to 20) for the purposes of anyone attempting to see through it.</center>
>>
>><br>
>>
>><center>In addition, you can now prepare more than one disguise at a time, and can switch between them with no APC cost. The number of disguises you can prepare this way is equal to your Spirit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Steady Crucible - Alchemy Kit](Steady%20Crucible%20-%20Alchemy%20Kit.md)</font></font>
>><br>
>><center>"The recipe doesn't lie. The hands holding it sometimes do."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Alchemy Kit. In addition, you must have crafted or used an alchemical creation with half or more of your downtime actions during an expedition.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Cunning</center>
>><br>
>><center><font color="#8555d5">Special: </font>You now create 2 consumables of a consumable you produce using the Alchemy Kit. If you are working in an alchemical laboratory, you make 3 instead.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Steady Hands - Healer's Kit](Steady%20Hands%20-%20Healer's%20Kit.md)</font></font>
>><br>
>><center>"Panic kills more people than wounds do. The steady hand is the real medicine."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Healer's Kit. In addition, you must have stabilized or saved an ally at a critical moment using it.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Resilience</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Resilience and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>Your Soothe Wounds action may be used on the same creature twice per hour instead of once.</center>
>>
>><br>
>>
>><center>In addition, once per Long Rest, you may treat a creature affected by the Wounded/Shattered Affliction with your Healer's Kit even without the Surgery Sub-type, healing them for 1d8 Hit Points as though using Soothe Wounds. If you have the Surgery Sub-type, you can heal them of the lowest Injury.</center>
<br>
###### <u><center>Artisan Kits</center></u>
<br>
>[!Columns| 2 no-t n-th]
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Breath Made Solid - Glassblower](Breath%20Made%20Solid%20-%20Glassblower.md)</font></font>
>><br>
>><center>"One wrong breath and it's sand again. That's the whole art of it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Glassblower). In addition, you must have crafted a piece of glasswork of real significance to the story.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Builder of Bones - Carpenter](Builder%20of%20Bones%20-%20Carpenter.md)</font></font>
>><br>
>><center>"A house, a wagon, a ship — wood doesn't care what shape you ask it to hold, so long as you ask it right."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Carpenter). In addition, you must have built or repaired something structurally significant (a shelter, vehicle, or fortification) that the party relied on.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Color With Intent - Dyer](Color%20With%20Intent%20-%20Dyer.md)</font></font>
>><br>
>><center>"Every color tells someone something. The Dyer just decides what."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Dyer). In addition, you must have used dye or paintwork to convey, conceal, or signal something of real consequence.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Cunning</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Cut from the Same Rock - Stonemason](Cut%20from%20the%20Same%20Rock%20-%20Stonemason.md)</font></font>
>><br>
>><center>"Stone remembers every hand that's ever shaped it."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Stonemason). In addition, you must have completed a significant stonework, carving, or mining project.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hammer and Ember - Blacksmith](Hammer%20and%20Ember%20-%20Blacksmith.md)</font></font>
>><br>
>><center>"Steel only tells the truth after it's been struck enough times."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Blacksmith). In addition, you must have forged or repaired a weapon, armor, or shield of real significance.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Vigor</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hands That Bind Faith - Silversmith](Hands%20That%20Bind%20Faith%20-%20Silversmith.md)</font></font>
>><br>
>><center>"Silver doesn't hold a prayer. It holds the silence after one."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Silversmith). In addition, you must have crafted or commissioned a piece of jewelry, implement, or divine infusion of real significance.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Hands That Bind Magic - Goldsmith](Hands%20That%20Bind%20Magic%20-%20Goldsmith.md)</font></font>
>><br>
>><center>"Gold doesn't hold a spell. It holds a promise the spell is willing to keep."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Goldsmith). In addition, you must have crafted or commissioned a piece of jewelry, implement, or arcane infusion of real significance.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Second Skin - Leatherwork](Second%20Skin%20-%20Leatherwork.md)</font></font>
>><br>
>><center>"A good hide outlives the creature it came from many times over, if you treat it right."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Leatherwork). In addition, you must have crafted or repaired a significant piece of leather armor, shield, or gear.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Grace and Vigor</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Steam and Sorcery - Arcanist](Steam%20and%20Sorcery%20-%20Arcanist.md)</font></font>
>><br>
>><center>"A Vessel doesn't run on steam alone. It runs on the part of you that refused to let it die."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Arcanist). In addition, you must have repaired, built, or enchanted a Vessel of real significance.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Competence</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Willpower</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[Thread and Purpose - Tailor](Thread%20and%20Purpose%20-%20Tailor.md)</font></font>
>><br>
>><center>"Clothes don't make the person. But the right clothes make the moment."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Tailor). In addition, you must have crafted or altered clothing, an outfit, or a bag of real significance to the story.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Cunning and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
>
>>[!recite|no-i]+ <font color="#8555d5"><font size="+1">[True Flight - Fletcher](True%20Flight%20-%20Fletcher.md)</font></font>
>><br>
>><center>"A crooked arrow lies to you exactly once."</center>
>><br>
>><center><font color="#8555d5">Requirements: </font>You must have Proficiency with the Artisan Kit (Fletcher). In addition, you must have crafted ammunition or rope of real significance to an encounter or expedition.</center>
>><br>
>><center><font color="#8555d5">Adventurer: </font>+2 to Grace</center>
>><br>
>><center><font color="#8555d5">Vagabond: </font>+1 to Competence and Grace</center>
>><br>
>><center><font color="#8555d5">Special: </font>It takes half the time for you to use this Kit.</center>
>>
>><br>
>>
>><center>In addition, you may now create Artifacts, Curios or Relics with this Kit.</center>
<br>
---