This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Path of the Paragon ====== <WRAP center 50%> {{:paths:pasted:20231117-072833.jpeg|A Crusader is always ready to defend others for the greater good.}} </WRAP> //Through a select, worthy few shines the power of the divine. These noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, these individuals seek not just to spread divine justice, but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, followers of the Crusader's Path weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future.// ---- ===== Key Skills ===== Upon selecting the Trail of the Crusader, you gain the following Key Skills: * [[priority:skills:charm|Charm]] * [[priority:skills:heal|Heal]] * [[priority:skills:intimidate|Intimidate]] * [[priority:skills:knowledge|Knowledge]] (Religion) * [[priority:skills:sense_motive|Sense Motive]] ---- ======Way of the Crusader====== <WRAP round box> ===== Oath of the Paladin ===== //Thy will be done.// **Requirements:** 5 EXP, must follow a Good-aligned deity You swear and Oath to fight against evil, alongside service to a single, specific, Good-aligned deity relevant to the campaign setting. Their church may be small and unknown or large and powerful. Your alignment must be within one step of your deity’s, and upon taking this Talent, you begin to [[priority:magic:spells:tier1:detect_alignment|radiate an aura]] of Good, based upon the number of [[priority:health|Hit Dice]] you possess. Your alignment is likely to drift towards Lawful as a result of taking and following this Oath. Failing to follow the tenants of your deity means that you lose all abilities which list the Oath of the Paladin as a requirement, at GM discretion. If you fail to follow such tenants, you must atone with your deity, and subsequently buy this Talent again. <WRAP center round info 60%> The Oath of the Paladin is an Oath of divine nature, and due to this your Oath is one in the name of goodness over the laws of man. Should the laws of man conflict with goodness, it is your duty to oppose them. </WRAP> </WRAP> ===== As Their Sword ===== //For the grace, for the might of our Lord// <WRAP round box> ==== Detect Evil ==== **Requirements:** Sense Motive 3, Oath of the Paladin, 15 EXP At will, you may detect Evil alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range. </WRAP> <WRAP round box> ==== Smite Evil ==== **Requirements:** Knowledge Religion 5, [[chargen:common_terms#core_stats|CST]] 8, Detect Evil, 25 EXP You may spend 7 TP to call out to the powers of good to aid in your struggle against evil. As a Swift Action, You choose one target within sight to Smite. If this target is evil, you add your Secondary Attribute modifier (if any) to your attack rolls, and add your BaB level to all damage rolls made against the target of your smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per BaB level that you possess. Regardless of the target, Smite Evil attacks automatically bypass any DR or energy resistance the creature might possess. In addition, while Smite Evil is in effect, you gain a deflection bonus equal to your Secondary Attribute modifier (if any) to your AC against attacks made by the target of the Smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the Smite is dead, or after 24 hours have passed. </WRAP> <WRAP round box> ==== Divine Bond ==== **Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, Smite Evil, 35 EXP You may form a divine bond with your god, bringing a portion of their holy spirit into any weapon you wield. By spending TP and a Standard Action, you summon the power of your god into a weapon you are wielding. For every 5 TP you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Holy Effect. The bonuses granted by this ability last for 1 minute for every BaB you possess. </WRAP> <WRAP round box> ==== Aura of Justice ==== **Requirements:** Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 15, Smite Evil, 40 EXP You may double the cost of your Smite Evil to grant its benefits to all allies within 10 feet of you. These bonuses are granted to your allies only against the target of your Smite, and such bonuses last for a number of minutes equal to your Base Attack Bonus (your bonuses last until the creature is dead, or 24 hours, as normal). </WRAP> <WRAP round box> ==== Aura of Faith ==== **Requirements:** Knowledge Religion 12, Aura of Justice, 40 EXP Any weapon you wield is treated as good-aligned for the purpose of overcoming damage reduction. Any attacks made against an enemy within 10 feet of you is treated as good-aligned for the purpose of overcoming damage reduction. You must be conscious for this ability to take effect. </WRAP> ===== As Their Shield ===== //For the home of the Holy// <WRAP round box> ==== Aura of Courage ==== **Requirements:** Oath of the Paladin (Talent), Knowledge Religion 3, 15 EXP You become permanently immune to Fear. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Fear effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. </WRAP> <WRAP round box> ==== Divine Grace ==== **Requirements:** Knowledge Religion 5, Aura of Courage, [[chargen:common_terms#core_stats|CST]] 8, 25 EXP You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws. </WRAP> <WRAP round box> ==== Divine Health ==== **Requirements:** Divine Grace, Knowledge Religion 8, [[chargen:common_terms#core_stats|CST]] 10, 30 EXP You become immune to all diseases, including supernatural and magical ones such as mummy rot. </WRAP> <WRAP round box> ==== Aura of Resolve ==== **Requirements:** Divine Health, Knowledge Religion 10, [[chargen:common_terms#core_stats|CST]] 12, 35 EXP You become permanently immune to Charm effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against Charm effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. </WRAP> <WRAP round box> ==== Aura of Righteousness ==== **Requirements:** Knowledge Religion 12, Aura of Resolve, [[chargen:common_terms#core_stats|CST]] 15 40 EXP You gain DR/evil equal to your Secondary Attribute modifier, along with immunity to compulsion effects. Allies within 10 feet of you receive a bonus equal to your Secondary Attribute modifier against compulsion effects. Allies may take cover behind you to receive full immunity (precise circumstances subject to GM discretion). You must be conscious for this ability to take effect. </WRAP> <WRAP round box> ==== Holy Champion ==== **Requirements:** Aura of Righteousness, Aura of Faith, [[chargen:common_terms#core_stats|CST]] 25, 50 EXP You become a true conduit for the power of your god. Your DR from Aura of Righteousness is doubled (granting 2 points of DR per bonus of your Secondary Attribute modifier), allies no longer need to take cover behind you to receive the bonuses granted by your Auras - instead, all allies within 30 ft receive full benefits. Additionally, your Smite Evil now subjects outsiders to a banishment effect upon a successful hit - if the outsider possesses less HD than you, they are banished with no save (Otherwise, they must make a save equal to DC 10 + your HD + your Primary Attribute modifier). Lastly, any critical threats made against a creature you have Smited are automatically confirmed. </WRAP> ======Way of the Forsaken====== <WRAP center 50%> {{:paths:pasted:20240121-054136.jpeg|}} </WRAP> //There are those who follow the path of so-called righteousness, individuals who limit their potential and their influence upon the world, in the name of satisfying an uncaring and aloof higher power. In turn, there are those who stand as equals with the higher powers, who bargain for their strength in pursuit of a mutual goal. Followers of the Path of the Forsaken suffer none to impede their goals, and they pursue their goals, whatever they may be, with an equally grim determination. No task is too unholy and no goal too lofty for the Forsaken.// ===== Key Skills ===== Upon selecting the Trail of the Forsaken, you gain the following Key Skills: * [[priority:skills:acrobatics|Acrobatics]] * [[priority:skills:athletics|Athletics]] * [[priority:skills:intimidate|Intimidate]] * [[priority:skills:perception|Perception]] * [[priority:skills:sense_motive|Sense Motive]] <WRAP round box> ===== Pact of the Forsaken ===== **Requirements:** 5 EXP, must follow an evil-aligned deity You bargain with an evil-aligned deity for power, swearing to further their cause. You must be any non-good alignment to select this Talent and progress this Path. Your alignment is likely to drift towards matching your chosen deity's as a result of taking this Talent. Upon taking this talent, you begin to [[priority:magic:spells:tier1:detect_alignment|radiate an aura]] of Evil based upon the number of [[priority:health|Hit Dice]] you possess. Failure to cooperate with you chosen deity means that you lose all abilities which list the Pact of the Forsaken Talent as a requirement, at GM discretion. If you fail to follow such tenants, you must atone with your deity, and subsequently buy this Talent again. </WRAP> ===== Trail of the Inquisitorium ===== <WRAP round box> ==== Detect Enemies (Su) ==== **Requirements:** [[priority:skills:sense_motive|Sense Motive]] 3, Pact of the Forsaken, 10 EXP At will, you may detect alignments as if using the spell, [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]]. You can, as a move action, concentrate on a single item or individual within 60 feet, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect alignments in any other object or individual within range. </WRAP> <WRAP round box> ==== Smite Unworthy (Ex) ==== **Requirements:** Detect Enemies, [[chargen:common_terms#core_stats|CST]] 9, [[priority:skills:knowledge|Knowledge Religion]] 5, 25 EXP You may spend 10 [[game_systems:tactic_pool|TP]] to call upon your deity to lay waste to your enemies. As a Swift Action, You choose one target within sight to Smite. You add your Secondary Attribute modifier (if any) to your attack rolls, and add your [[priority:prowess|]] level to all damage rolls made against the target of your Smite. If the target of Smite Unworthy is an outsider with the Good subtype, a good-aligned dragon, or a sufficiently devoted follower of a good-aligned deity, the bonus to damage on the first successful attack increases to 2 points of damage per [[priority:prowess]] that you possess. Regardless of the target, Smite Unworthy attacks automatically bypass any DR or energy resistance the creature might possess. In addition, while Smite Unworthy is in effect, you gain a deflection bonus equal to your Secondary Attribute modifier (if any) to your AC against attacks made by the target of the Smite. The Smite Unworthy effect remains until the target of the Smite is dead, or after 24 hours have passed. </WRAP> <WRAP round box> ==== Hellbound Arsenal (Su) ==== **Requirements:** Smite Unworthy, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge]] Religion 10, 30 EXP You may form a divine bond with your god, bringing a portion of their power into any weapon you wield. By spending [[game_systems:tactic_pool|TP]] and a Standard Action, you summon the power of your god into a weapon you are wielding. For every 5 [[game_systems:tactic_pool|TP]] you spend, the weapon gains a +1 bonus to attacks and damage, up to a maximum of +5. You may additionally spend 5 TP per tier of magical weapon effect to add such abilities to your weapon, up to a maximum of +5 in bonuses (However, you must grant your chosen weapon a minimum of a +1 [[chargen:common_terms#enhancement_bonuses|Enhancement bonus]] to attack and damage rolls first). For example, you could spend 30 TP to grant your weapon a +1 bonus to attack and damage rolls, the Speed Effect, and the Unholy Effect. The bonuses granted by this ability last for 1 minute for every [[priority:prowess|Prowess]] which you possess. </WRAP> <WRAP round box> ==== Hellbound Rampage (Ex) ==== **Requirements:** Smite Unworthy, [[chargen:common_terms#core_stats|CST]] 11, [[priority:skills:intimidate|Intimidate]] 5, 25 EXP Every time you kill a creature, you may make a free Intimidate check against all creatures within 60 feet. Additionally, when you demoralize a creature more than once using Intimidate, you can create stronger fear conditions, rather than increasing the duration of the shaken condition. Finally, you gain a bonus to Intimidate against your Smite target equal to the bonus it grants you on attack rolls. </WRAP> ===== Trail of the Desecrarium ===== <WRAP round box> ==== Unyielding Slaughter (Su) ==== **Requirements:** [[priority:skills:heal|Heal]] 5, Pact of the Forsaken, 20 EXP You may channel your power to heal your wounds. As a Swift Action, you may spend [[game_systems:tactic_pool|TP]] up to your ranks in [[priority:skills:heal|Heal]] to restore 1d8 [[game_systems:health|Hit Points]] for every TP expended. </WRAP> <WRAP round box> ==== Aura of Doom (Su) ==== **Requirements:** Pact of the Forsaken, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:intimidate|Intimidate]] 5, 15 EXP At will, you may radiate an aura which strikes true dread into the hearts of your enemies. For every four [[priority:health|Hit Dice]] which you possess, enemies of your choice within 30 ft. suffer a -2 unholy penalty on attack rolls, skill checks, and saving throws. This effect stacks with demoralization effects such as intimidation. This is a mind-affecting supernatural effect. </WRAP> <WRAP round box> ==== Unholy Pursuit (Ex) ==== **Requirements:** Aura of Doom, [[chargen:common_terms#core_stats|CST]] 7, [[priority:skills:knowledge|Knowledge Religion]] 5, 20 EXP You gain a bonus equal to your Secondary Attribute modifier on all Saving Throws. </WRAP> <WRAP round box> ==== Godly Health (Ex) ==== **Requirements:** Unholy Pursuit, [[chargen:common_terms#core_stats|CST]] 8, [[priority:skills:knowledge|Knowledge Religion]] 8,20 EXP You become immune to all diseases, including supernatural and magical ones such as mummy rot. </WRAP> <WRAP round box> ==== Aura of Resolution (Ex) ==== **Requirements:** Godly Health, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge Religion]] 10, 25 EXP You become permanently immune to Charm and Fear effects. </WRAP> <WRAP round box> ==== Aura of Havoc (Su) ==== **Requirements:** Aura of Resolution, [[chargen:common_terms#core_stats|CST]] 12, [[priority:skills:knowledge|Knowledge Religion]] 12, 30 EXP You gain DR/good equal to your Secondary Attribute modifier, along with immunity to compulsion effects. You must be conscious for this ability to take effect. </WRAP> <WRAP round box> ==== Unholy Champion (Su) ==== **Requirements:** Aura of Havoc, [[chargen:common_terms#core_stats|CST]] 25, 30 EXP You become a true conduit for the power of your god. Your DR from Aura of Havoc is doubled (granting 2 points of DR per bonus of your Secondary Attribute modifier). Additionally, your Smite Unworthy Talent now subjects outsiders to a banishment effect upon a successful hit - if the outsider possesses less [[priority:health|HD]] than you, they are banished with no save (Otherwise, they must make a save equal to DC 10 + your HD + your Primary Attribute modifier). Lastly, any critical threats made against a creature you have Smited are automatically confirmed. </WRAP>