Serpents and Sewers: Heroic Paths

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Contents

Introduction

Originally, Serpents and Sewers featured Gestalt rules, but since the number of available base classes in the homebres steadily increased and Serpents and Sewers characters already had much more abilities, features traits than standard D&D characters, I dismissed the idea. Instead, characters gain an additional layer in the form of heroic paths.

Every character chose one path during character creation, which gives him several additional abilities or features when he advances in level. Unlike a class, a path cannot be changed and most path features are less significant than class features. Most paths have no requirements but a few have. One category of paths, the dabbler paths can not be taken by a spellcasting characters because they describe the – very limited – abilities of potential magicians whose innate magic is for a true magical field of career.

It is quite possible that a Heroic Path and a Background Trait cover a very similar aspect of a character. In comparison, the Path is much more significant for your character than the Background Traits, since the path qualities improve over time. You can try to cover a broader spectrum of abilities by choosing Background traits that are quite diverse from your Path or you can focus on a more directed approach.

Your background traits describe where you come from and what you have done in the past. Your Heroic Path describes what you are and what you strive for and your class describes what you have learned and what you do. The idea of the additional Paths and Background is not only a way to increase a character’s power – it is also meant as a guideline to create more versatile, more well-rounded and generally less stereotypic characters. The first commandment for the choice of Path and background should be based on the question “What makes the most interesting character?”, Not “How can I become extra powerful?”

The whole path concept is very similar to the bloodlines found in Unearthed Arcana, even though they originally derived from the excellent Midnight campaign setting. Characters receive path abilities on 2nd level at first and every three levels later (5, 8, 11, 14, 17 and 20).


Paths

Path of Adaptation

The followers of this path are Jacks of all trades, who can easily adapt to new and strange situations and have a great number of versatile abilities and tools.

Prerequisites: None

Level Ability
1 Master of improvisation
2 Bonus Feat
5 Save boost
8 Skill Boost
11 Ability Boost
14 Bonus Feat
17 Skill Boost
20 Ability Boost


  • Master of improvisation: The character can use all skills as if they were trained, even when he has no skill levels in them.
  • Bonus Feat: The adaptive hero gains a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus or Stealthy. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.
  • Save Boost: The adaptive hero gains a +1 competence bonus to a saving throw of his choice.
  • Skill Boost: The path of adaptation grants a +4 competence bonus to a skill of his choice. The character may not choose the same skill twice.
  • Ability Boost: The adaptive hero gains a +1 inherent bonus to an ability score of his choice. He may not choose the same ability score twice.


Path of the Augur

Some mortals are granted a small blink in the future. Those who are gifted with the second sight can sometimes see the future, but rarely change it, making the followers of this path either very desperate or very stoic.

Prerequisites: Wisdom 14+

Level Ability
1 Augury 1/day
2 Second sight (day/level)
5 Speak with dead 1/day
8 Divination 1/day
11 Second sight (month/level)
14 Legend lore 1/day
17 Second sight (year/level)
20 Vision 1/day


Special: At his discretion, the DM may activate one of the augur’s spell-like abilities in order to convey useful story information to the party. Additionally, because the augur’s powers do not actually rely on communication with a divine entity, all of her spell-like abilities convey information using sight, sound, smell, and other sensory information, rather than actual words. For instance, augury would provide a positive or negative feeling when the augur thinks about a particular course of action, rather than the words “weal” or “woe.” Likewise, when using speak with dead, a seer can experience what the body saw, felt, heard, etc. about specific events or topics, but cannot ask it actual questions. The augur must not roll a spellcasting check to use the spell-like abilities deriving from this path. But the effects of these spells are often very devastating for the augurs, and if they fail a fortitude or will check (whichever is higher) against a DC of 15 plus Spell Level, the character becomes fatigued and suffers from (Spell level) damage. If the augur fails by a margin of five or more, he becomes exhausted instead and the damage is doubled.

  • Second Sight (Su): The augur can divine information from an object, place, or person that she is touching. She can see all events that occurred to or near the target, as far back into the past as the listed amount of time. Using this ability requires uninterrupted concentration, during which the information is transferred to her as a series of quick flashes in her mind. The seer may choose to look back several days, several months, or several years. If looking back over days, the seer gains a detailed understanding of all of the day’s events. If looking back over months, the seer gains a comprehensive understanding of events of each week, with dramatic events being highlighted. If looking back over years, the seer gains a general understanding of events of each season, with dramatic events being highlighted. Each day, month, or hour observed requires one minute of concentration. After using this ability, the seer becomes automatically fatigued if they fail a fortitude or will check (whichever is higher) against a DC of 15, they become exhausted instead. Like the spell-like abilities, the DM may trigger the second sight.


Path of the Beast

Refusing the possibilities of civilization, the followers of this path strive to become like the beast in the fields. The followers of the path become more beastlike and less dependant of anything but themselves.

Prerequisites: Strength 13+, Constitution 13+

Level Ability
1 Sense of the Wild
2 Beast Claws
5 Animalistic Instincts
8 Beast claws
11 Rage
14 Beast claws
17 Rend
20 Vicious Assault


  • Sense of the Wild: The beast grants its followers exceptional sharp senses. As long as the character is in a rural environment, he receives a +2 Bonus to all Spot, Search and Listen checks.
  • Beast Claws: The followers of the Path of the Beast are so vicious and aggressive that they can tear enemies to pieces with his bare hands. They gain two claw attacks. At 8th level and 14th level, the Beast Claws deal greater damage as shown on the chart below. Because these are natural attacks, these characters may make both claw attacks at their normal BAB. They also qualify for the Improved Natural Attack feat.
Level Large Medium Small
2nd 1d6 1d4 1d3
8th 1d8 1d6 1d4
14th 1d10 1d8 1d6
  • Animalistic Instincts (ex): At 5th level, the followers of the Path of the Beast can add their wisdom bonus (if any) to their initiative rolls.
  • Rage: Similar to the Berserker, a follower of the Path of the Beast can enter a feral wrath. This works like the Berserker class trait.
  • Rend: Whenever a character on this path hits with both his claws, he may make an additional 1d6 slashing damage through rending.
  • Vicious Assault: While using their Beast Claws, the Followers of the Path of the Beast receive the Pounce ability.


Path of the Blade

Not all fighters have the same talent. There always those who are less gifted and those who excel in the struggle and are true masters of their weapons. The followers of this path are excellent fighters and masters of devastating attacks.

Prerequisites: Proficiency with martial melee weapons, BAB 1+

Level Ability
1 Bonus Feat
2 Offensive Warrior +2
5 Bonus Feat
8 Combat Sense +2
11 Bonus Feat
14 Offensive Warrior +4
17 Bonus Feat
20 Combat Sense +4
  • Bonus Feat: Blades receive a Bonus Feat from the fighter feat list on 1st, 5th, 11th and 17th level.
  • Offensive Warrior: Whenever the Blade character uses the full attack action or charges an enemy, he gains the listed bonus either to his attack or damage rolls. The Blade must chose whether to apply the bonus to attack or to damage before any rolls are made.
  • Combat Sense: the Blade has an innate knack for fighting. The character gains the listed bonus as a bonus to all initiative checks and to defense against attacks of opportunity.



Path of the Bow

The followers of this path are calm and aure-handed, and have an unvering knack for the use of bows and other ranged weapons. The path grants great accuracy with all forms of ranged weapons.

Prerequisite: Proficiency with martial ranged weapons

Level Ability
1 Calm Shot +1
2 Eagle Eyes
5 Calm Shot +2
8 Sniper +1d4
11 Greater Eagle Eyes
14 Brutal Arrows
17 Calm Shot +3
20 Sniper +2d4


  • Calm Shot (ex): As a full round action, a follower of the path may enter a special kind of meditation, that allows for a very accurate use of all ranged attacks. As long as the character does not use any other actions but aiming and firing a ranged weapon or taking steps, the character may add the listed bonus to all ranged attack rolls.
  • Eagle Eyes (ex): The character's great accuracy allows for greater range with arrowsbolts and thrown weapons. The character may add 5' to the range increments with thrown weapons and slings and 10' to the wage increments with bows and crossbows.
  • Sniper: This ability works like the Archer's class trait. The Sniper ability stacks with the same ability of other sources, e.g. Archer class levels.
  • Greater Eagle Eyes (ex): This ability works like the Eagle Eyes ability above, but the bonus to the range increments are doubled (+10 for thrown, +20 for shooting weapons).
  • Brutal Arrows (ex): Ranged weapons used by the follower of this path are treated as if they were one size category larger for the calculation of the damage.



Path of the Brute

There are always those people who are bigger, stronger and more muscled than the rest. Said to have the blood of giants, those of impressing size always stands apart from the crowd. The followers of this path are strong and big.

Prerequisites: Medium Sized Creature, STR 15+

Level Ability
1 Brute Strength +1
2 Crushing Bear Hug
5 Brute Strength +3
8 Fearsome Charge +1
11 Brute Strength +5
14 Rock Throwing
17 Fearsome Charge +2
20 Powerful Built
  • Brute Strength: The Brute can perform acts of terrific strength due to her great muscular endurance and power. The character adds his Brute Strength bonus to all Strength checks, grapple checks, and strength-based skill checks.
  • Crushing Bear Hug: When you successfully grapple an opponent, you deal an additional d6 of bludgeeoning or nonlethal damage (your choice) to it for every turn you maintain the grapple. This damage comes in addition to any other action you make against the target.
  • Fearsome Charge: The Brute can use his sheer force and site to add power and leverage to her charges. When using the charging option, the Brute may voluntarily suffer voluntarily an additional –1 penalty to her defense for every 10 ft. traveling during the charge; if she successfully hits her target, she can add the listed bonus to her damage for every additional point of penalty to her defense.
  • Rock Throwing: Enough strength provided, and a Brute becomes a living siege engine, throwing rocks lesser men couldn’t even lift. So long as the Brute has loose boulders, broken masonry or the bodies of his slain foes about him, he will never lack for ammunition. Treat the rocks as simple, two-handed thrown weapon with a range increment of 10 foot. The rocks inflict damage based on their size.
Stone Size Damage
Tiny 1d2
Small 1d4
medium 1d6
large 2d6
huge 3d6
gargantuan 4d6
collossal 5d6
  • Powerful Built: the bulk and physical power of a 20th level Brute grants him the Powerful Built Feature.

Path of the Dragon

The Dragon is the mightiest symbol of pure power, and a beast of mighty magic. The followers of this path often claim to have dragon blood running through their veins, which grants them powerful magical abilities. They are not the most versatile or subtle casters, but they compensate this lack with sheer power.

Prerequisite: Arcane Gift, Key ability 13+,

Level Ability
1 Bonus Spell Energy +3
2 forceful spellcasting +2
5 Bonus Spell
8 Bonus Spell Energy +3
11 forceful spellcasting +4
14 Bonus Spell
17 Bonus Spell Energy +3
20 Forceful spellcasting +6


  • Bonus Spell Energy: On 1st, 11th and 17th level, the dragonblooded receives a +3 Bonus to her spell energy pool.
  • Forceful spellcasting: The dragonblooded spellcaster can enforce the success of her spells through sheer overkill – for every additional spell energy point that is used to energize a spell; the Concentration Check for the spellcasting receives the listed bonus. The additional spell points spend for this doesn’t need to be channeled beforehand. The dragonblooded cannot use more additional spell points for this ability than her key ability bonus (e.g. a Sorcerer with Charisma 16 can not use more than 3 additional spell points).
  • Bonus Spell: The character learns an additional spell of the highest spelllevel he or she has access to from the sorcerer/wizard spelllist.



Path of the Earth

This is a path for those who descent from the races of earth and stone, and who have an intuitive understanding about earth and stone. The followers of this path can read the walls of a cave like an opened book and hear the whispers from the earth.

  • Prerequisite: no requirements for Gnomes or Dwarves. Other characters need CON 13+, WIS 13+
Level Ability
1 Earth Affinity +1
2 Stonecunning
5 Earth Affinity +3
8 Greater Stonecunning
11 Tremorsense +30 ft
14 Earth Affinity +5
17 Stone Tell 1/day
20 Tremorsense +60 ft.


  • Earth Affinity: The follower of the Path of the Earth receives the listed bonus to social skills when dealing with all creatures with a link to the Elemental Plane of Earth.
  • Stonecunning: As the dwarves’ ability. If the character already has stonecunning, he receives an additional +2 bonus to the skill checks and increases the range to detect unusual stone stonework by 10 ft.
  • Greater Stonecunning: The character is automatically treated as if he were searching actively when he merely passes usual stonework within his stonecunning reach.
  • Tremorsense: At 11th level, the character gains the tremorsense ability with a reach of 30 ft. At 20th level, the reach is doubled.
  • Stone Tell: At 17th level, the character gains Stone Tell as a spell-like ability. The character doesn’t need to roll a spellcasting check to use the spell-like ability but the effects of the spell are often very devastating, and if he fails a fortitude or will check (whichever is higher) against a DC of 20, the character becomes fatigued and suffers from (Spell level) damage. If the character fails by a margin of five or more, he becomes exhausted instead and the damage is doubled.



Path of the Favorite

Some priests are more blessed by their gods than others. And since the gods are fickle and their ways beyond the grasp of a mere mortal mind, these favors are applied almost randomly among the servants of the gods. The followers of this path are strong divine casters and are often revered as the holy saints of their faith.

Prerequisite: Divine Gift or Paladin, WIS 13+, CHA 13+

Level Ability
1 Prestige +1
2 Bonus Spell Energy +3
5 Smite 1/day
8 Prestige +3
11 Bonus Spell Energy +3
14 Smite 2/day
17 Prestige +5
20 Bonus Spell Energy +3
  • Prestige: The followers of your faith revere you. When dealing with people who pray to the same god, you receive the listed bonus to all social skills.
  • Bonus Spell Energy: Your god grants you additional power. On 2nd, 11th and 20th level, you receive a +3 Bonus to your spell energy pool.
  • Smite: You gain the Paladin’s Smite Ability. This stacks with Smite from other sources.



Path of the Fell-Handed

Not all warriors focus on elegance and quick movements – many are much more content to trust in a heavy armor and hard, strong blows with their weapons. The followers of this path are no beautiful, elegant battle dancers, they are often slow moving and hard hitting warriors that would always prefer a trusty heavy mace instead of a rapier.

Prerequisites: Strength 13+, Constitution 13+

Level Ability
1 Melee Smash +1
2 Strong Back
5 Ignore Hardness 2
8 Melee Smash +2
11 Extreme Effort
14 Ignore Hardness 4
17 Improved Power Attack
20 Devastating Blow


  • Melee Smash (ex): The fell-handed Hero gains the listed bonus to all damage rolls which profits from the hero’s strength ability bonus.
  • Strong Back (ex): The fell-handed Hero can add his constitution bonus to his strength score to calculate the character’s lifting strength and carrying capacities.
  • Ignore Hardness (ex): The fell-handed hero can ignore as many hardness points as listed when he try to attack objects.
  • Extreme Effort (ex): The fell-handed Hero can prepare himself for extreme shows of strength. As a full round action that does not provoke an attack of opportunity, the fell-handed hero can add a +4 bonus to his strength score for a number of rounds equal to 3 + Constitution Bonus rounds. Afterwards, the character must make a Fortitude Save (DC 20) or become fatigued.
  • Improved power Attack: When using the Power Attack feat, the Strong hero may treat a one-handed weapon as a two handed weapon for the calculation of the bonus damage from the power attack and may double the bonus when he uses a two-handed weapon.
  • Devastating blows: Whenever the strong hero attacks an opponent in melee with a full attack weapon, the target is automatically knocked back as if he was the target of a bull rush when the total damage is higher than the target’s strength score +/- 4 for every step of size.

Path of Fire

The path of fire is the result of a more than usual, even more than mundane fascination with flames and fire. The followers of this path are no mere pyromaniacs- they can read the flames, call the flames and even understand the flames. The path of fire is a powerful gift, but a very rare one.

Prerequisites: Wisdom 13+ , Charisma 15+

Level Ability
1 Fire Resistance 5
2 Call Flame
5 Flamboyant Flame of Passion
8 Fire Resistance 10
11 Call Small Fire Spirit
14 Burning Aura
17 Fire Resistance 15
20 Call Large Fire Spirit


  • Fire Resistance: Self explanatory
  • Call Flames (sp): With a succesful Concentration check (DC 15), the character can use the Produce Flame spell as a spell-like ability as well. Using this ability is a standard action that does not provoke an attack of opprtunity.
  • Flamboyant Flame of Passion (ex): The character gains a +4 bonus to all charisma-base skill checks when dealing with creatures with the fire subtype or which are at home in the elemental plane of fire. The character also gains a +1 bonus to these skills when ddealing with any other creatures and a -2 penalty to these skills when dealing with creatures with the water, ice or aquatic subtype or which are associated with cold, water or the elemental plane of water.
  • Call Fire Spirit (sp): Once a day as a full-round action that provokes an attack of opportunity, the character may summon a Fire Elemental as with the Summon Monster spell. At 11th level, the called spirit is a medium fire elemental, at 20th level, the character is able to to call a large fire elemental instead. to use this ability, a large fire is needed, and the elemental always appears in the flames.
  • Burning Aura (su): THe character may all the flames to cover himself with a gust of heat and sparks that deals one point of fire damage per turn to every adjacent creature. The damage is doubled against all creatures that attack the character in melee, or trippled if the character is grappled or grapples a target. The aura of heat also offers a small protection against cold attacks, equal to the character's charisma bonus.



Path of Frost

Born in the icy wind of the frozen wastes and tundras of the high north, the followers of this path have adapt to the harsh and cold climate and can survive in temperatures where others just sit down and freeze.

Prerequisites: Constitution 13+

Level Ability
1 Northborn
2 Cold Resistance 5
5 Howling Winds 1/day
8 Frost Weapon 1/day
11 Cold Resistance 10
14 Howling Winds 2/day
17 Frost Weapon 2/day
20 Cold Resistance 15


  • Northborn: The frost character is familiar with the wind and cold of the frigid northern tundras. He is immune to any non-lethal damage resulting from cold weather or exposure and is considered to have the Wild Empathy trait when dealing with animals native to cold environments. Finally, he receives a +2 Bonus to Survival checks in cold environments.
  • Cold Resistance: Self-explanatory.
  • Howling Winds (Su): The cold, howling wind of the northlands can bring portents of boon and danger when heard by those who understand the wind’s whispers. Once per day at 5th and twice at 14th level, the frost character can listen to the winds and determine information as if he had cast commune with nature with a caster level equal to his character level. The ability only works under an open sky when the wind is blowing.
  • Frost Weapon (Su): A frost character can temporarily enchant a weapon with the frost enchantment. The enchantment is active for a number of minutes equal to the character’s constitution bonus. On 17th level, the ability can be used twice per day. Both uses per day can be used to enchant the weapon with the icy burst ability instead.



Path of the Guardian

Not all warriors seek out to conquer- some just wants to protect their loved ones and hinder the conquerors to achieve their aims. The followers of this path are excellent defenders and protectors.

Requirements: Constitution 13+, Proficiency with medium armor

Level Ability
1 Shieldwall
2 Bulwark +1
5 Counter Attack+1
8 Bulwark +3
11 Grit the Teeth
14 Counter Attack+2
17 Bulwark +5
20 Counter Attack+3


  • Shieldwall (ex): When the Guardian uses the help another action and has a shield, he can transfer the shield’s defense bonus to his ally. Additionally, he can sacrifice one of his attacks in the next round to roll a defense roll to defend an adjacent ally.
  • Bulwark (ex): When fighting defensively, use the total defense action or use combat expertise, you receive the listed bonus additionally to your defense.
  • Counter Attack (ex): Whenever the margin of your defense roll is ten points or greater than your opponent’s attack roll or your opponent rolls a natural 1 on the attack, you get the listed bonus to all attack rolls against this target for your next cycle of attacks.
  • Grit the Teeth: You get two additional levels of Scratches and may increase your Shock Value by +2.

Path of the Iron Skin

The Iron Skin can withstand almost any blows. The followers of this path are those who can resist even the harshest punishments and still keep going.

Requirements: Constitution 15+

Level Ability
1 Incredible Resilience
2 DR 1/-
5 Improved Healing (Wounds)
8 Grit the Teeth
11 DR 2/-
14 Indefatigable
17 Improved Healing (Ability Damage)
20 DR 3/-


  • Incredible Resilience: The Character gains an additional hitpoint per level and may double the usual amount of regeneration per day.
  • Improved Healing: At 5th level, the Ironskinned character regenerates wounds much faster than usual. He gains Fast Healing 1 and a +2 bonus to all Constitution checks to regenerate wounds and injuries. At 17th level, he also regains ability score damage at a rate of 1 per hour.
  • Grit the Teeth: The character gets two additional levels of Scratches and may increase his Shock Value by +1. This stacks with the bonus from Incredible Resilience.
  • Indefatigable: The character becomes immune to effects that would cause him to be fatigued, and effects that would cause him to be exhausted instead cause him to be fatigued instead.

Path of Kings

This path represents the bloodline of the true kings, whose rule was sanctified by the gods. They represent the pinnacle of their species, the greatest among the people. Even if their dynasty was overthrown centuries ago, the people – and the land itself – still remember.

Requirements: Charisma 13+, significant code of honor (including the commandment ‘protect the land and the people’)

Level Ability
1 Divine Right +1
2 Blood of Kings +2
5 Royal Privilege
8 Divine Right +2
11 Blood of Kings +4
14 Sovereign Strike
17 Divine Right +3
20 Blood of Kings +6


Special: The true king’s abilities are based on his attendance to fulfill the role as a leader. When the true king becomes a mere tyrant or despot, he loses the path abilities until he atones.

  • Divine Right: The true king is beloved by the gods. The character gains the listed bonus to all saves.
  • Blood of Kings: Leadership is innate to those who follow this path and those of lower birth are eager to serve the king. The character gains the listed Bonus to all Charisma-based skill checks and his leadership score.
  • Royal Privilege: The character may add his Cha modifier +1 as a generic bonus to her Defense for one round per two character levels per day.
  • Sovereign Strike: The True King can make an especially powerful and impressive melee attack, gaining +4 to hit and dealing +(character level) bonus damage. The victim of the attack must make a Will save (DC 10 + / 1/2 level + cha mod) or be stunned for 1 round.

Path of Luck

Some adventurers trust their luck more than their skills, and if this can be foolish to an extreme, there is a lucky few who does rightly so; these are the followers of the path of luck, whose privileges are based on pure coincidences.

Prerequisites: None. Everyone can be lucky.


Level Ability
1 Stroke of Luck +1
2 Fate is on my side 1/day
5 Surprising Deadliness
8 Stroke of Luck +2
11 Fate is on my side 2/ day
14 Dodge the certain death
17 Stroke of Luck +3
20 Fate is on my side 3 /day


  • Stroke of Luck: Somehow, you are rarely hit with the full effect of negative events. You gain the listed Bonus as a Luck bonus to all Saving throws.
  • Fate is on my side: The Lucky character has a knack for turning a failure into a success by sheer coincidence and as such gains the listed uses of additional ‘luck dice for the listed times per day. The Lucky character can roll a d6 and add its result to any D20 but he has to do this before he knows whether the result of the of the result s a success or a failure.
  • Surprising Deadliness: While a Lucky character is not necessarily a better fighter, sometimes he may have the extraordinary luck to hit in the right moment or find a weak spot per chance. The character gains a +4 bonus to confirm critical hits.
  • Dodge the certain Death: This ability works like thief’s special ability defensive roll.


Path of the Magician

Some spellcasters have a stronger contact to the magical flame within and a stronger aptitude for the manipulation of these forces. The followers of this path are the most versatile arcane casters among the mortals.

Requirements: Arcane Gift


Level Ability
1 Single Minded +1
2 Resistance +1
5 Bonus Feat
8 Single Minded +3
11 Resistance +2
14 Bonus Feat
17 Single Minded +5
20 Resistance +3


  • Single Minded (ex): The Mage is more focused on his magic than other casters and therefore has it a bit easier to weave the raw magic into spells. The mage gains the listed bonus to all concentration checks for spellcasting purposes.
  • Bonus Feat: On 5th and 14th level, the Mage gains a Bonus Feat from the Wizard’s bonus feat list. He has to fulfill the feat’s requirements.
  • Resistance: The Mastery of Magic also includes to protect oneself against them. The Mage gains the listed bonus on all saving throws to resist spells or spell-like abilities.



Path of the Magic Void

Some people are like wounds in the structure of magic – the supernatural forces do not affect them, but their mere presence alone suffices to interrupt the flow of magic, let spells fizzle and magical items stutter and fail. For some people, this gift is a curse, but for the canny ones, those who can master this ability, it is a constant source of power.

Prerequisites: None.


Level Ability
1 Antimagic Saving Throws +2
2 Spell Resistence 11+ Character Level
5 Doom of Mages
8 Disrupt Magic
11 Magic Mettle
14 Antimagic field 10’
17 Antimagic Saving Throws +5
20 Antimagic field 30’


Special: The character may not take any levels in a spellcasting class. When she uses magical items, these have a 10% chance per encounter) to not function at all.

  • Antimagic Saving Throws: At 1st level, the character gains a +2 bonus to all saving throws against spells and supernatural powers. This bonus increases to +5 at 17th level.
  • Spell Resistance: Self explanatory
  • Doom of Mages: Spellcasters who are threatened by a Magic Void character can not cast defensively. All their spells will lead to an attack of opportunity, both from the Magic Void and all of her allies who also threaten the spellcaster.
  • Disrupt Magic: The Magic Void character can use Disrupt Magic with a caster level equal to his character level, but the range of the spell is reduced to touch or a 20‘ radius around her in case of an area dispel. The ability can be used at will, but is very exhausting – the Magic Void must make a Will or Fortitude Save (whatever is higher) against a DC of 15 or become fatigued.
  • Magic Mettle: At 11th level and higher, a Magic Void can avoid magical and unusual attacks with great effectiveness. If she makes a successful Fortitude of Will saving throw against a spell or supernaturally attack that normally deals half damage or a reduced effect on a successful save, she instead takes no damage or other negative results. This ability has no influence on completely mundane effects.
  • Anti-Magic Field: The Magic Void can radiate an antimagic field with a radius of 10’ around her. This ability can be switched on or off, but takes serious concentration to hold it up – the character must dedicate her move action to the antimagic field every turn or it disappears. On 20th level, the radius of the field increases to 30’.



Path of the Martyr

Sometimes it is necessary to suffer to further a great aim. The followers of the path of the martyr are willing to suffer greatly to achieve their personal goals and have developed an unmatched resistance against pain.

Prerequisites: Wisdom 13+. Constitution 13+

Level Ability
1 Resigned to Death
2 Sacrificial Dodge (attacks)
5 Grit the Teeth
8 Transfer Wounds
11 Martyr’s Resilience
14 Sacrificial Dodge (spells and powers)
17 Transfer Hindrances
20 Greater Martyr’s Resilience


  • Resigned to Death: You gain a +4 bonus to saving throws against fear effects and mind affecting magic. Further, any fear effect you suffer from is lessened by one step. For instance, if you would normally be panicked, you are instead frightened; if you would normally be frightened, you are instead shaken; and if you would normally by shaken, you suffer no ill effects.
  • Sacrificial Dodge: If the Martyr stands adjacent to an ally, which is the target of an attack or effect, the Marty may put himself in the line of the attack and suffer the damage instead. On 2nd level, the Martyr may only use this ability to take mundane attacks instead of an ally, but on 11th level, the ability is expanded to cover spells and supernatural powers as well.
  • Grit the Teeth: You get two additional levels of Scratches and may increase your Shock Value by +2.
  • Transfer Wounds: As a standard activity that does provoke an attack of opportunity, the Marty can heal allies through a touch by taking the damage up for himself. The Martyr may transfer wounds and scratches on a 1:1 ratio with an ally he touches, up to an amount of wounds equal to his constitution bonus.
  • Martyr’s Resilience: The Martyr gain fast healing 2 that stacks with fast healing from any other source.
  • Transfer Hindrances: The Martyr may not only transfer hit points, but can also take other effects onto him, relieving the original victim from it. The Hindrances that the Martyr can transfer include Ability Damage, Blinded, Deafened, Exhausted, Fatigued, Nauseated, Sickened, Staggered and Stunned.
  • Greater Martyr’s Resilience: On 20th level, the Fast Healing ability of the Martyr is increaseb by his Constitution bonus (if any) to a total of Constitution bonus +2.

Path of Mercury

There are those who depend more on grace and quick reflexes than on brutish strength. The followers of the path of mercury are graceful and elegant in their movements and have the reflexes of an angry mongoose.

Prerequisites: Dexterity 15+


Level Ability
1 +2 bonus to Initiative
2 +1 dodge bonus to defense
5 Fast Movement +10’
8 Burst of Speed
11 +4 bonus to Initiative
14 +2 dodge bonus to defense
17 Fast Movement +20’
20 Burst of Speed


  • Initiative Bonus: The Mercury Hero gains the listed bonus to her Initiative checks.
  • Dodge Bonus: The Mercury Hero gains the listed bonus to her Defense as a Dodge Bonus that stack with other dodge bonuses from feats, etc.
  • Fast Movement: The Mercury hero’s base speed is faster than the norm for her race by the listed bonus. This benefit applies only when she is wearing no armor, light armor, or medium armor and not carrying a heavy load.
  • Burst of Speed: The Mercury character can activate a burst of speed as a free action. While Using the Burst of Speed, she may use an additional Move action per round either before or after her regular actions. A burst of speed last at most for a number of rounds equal to 3 + the Character’s Constitution Modifier. After the Burst of Speed, the Character makes a Fortitude Save (DC= 10+ number of rounds). If the save fails, the character becomes fatigued until he rests.
  • Greater Burst of Speed: As above, but with the exception that the Mercury character gains an additional attack per turn.



Path of the Mountain

The mountain does not move. Those who live in or under the mountains have adapted to this unique and sometimes very deadly environment. The followers of this path know how to survive in a hostile environment and are excellent mountaineers.

Prerequisites: Constitution 14+ and Strength 14+ or the Mountaineer background trait.

Level Ability
1 Master of the mountain ranges
2 Ambush (5 Rounds)
5 Rallying Cry
8 Ambush (+2 attacks)
11 Rock throwing devil
14 Ambush (1 Round)
17 Pass without Trace
20 Ambush (Sniping)


  • Master of the Mountain Ranges: The Follower of the Path of the Mountain may add his Constitution Bonus to all Climb, Balance and Jump Checks and all Survival checks made in a mountainous terrain.
  • Ambush: The character may use the Hide skill to lay out very successful ambushes, a prime tactic in the rough and rocky terrains of the mountains. On 2nd level, the character may use his Hide skill to conceal allies, which takes the listed amount of rounds per ally (each size category over medium doubles the required time). Effectively, this ability allows other party members to use the Hide skill of the Follower of the path of the mountain. On 8th level, the character and all other characters he has concealed gain a +2 bonus to all attacks against flat-footed enemies within 30 feet. This benefit only applies during the surprise round and the first regular round of combat.On 14th level, the Character needs only one round to successfully hide another character, and on 20th level, the Mountainman and all his allies may use the Sniping Variety of the hide skill, they only suffer a –10 penalty instead of the regular –20.
  • Rallying Cry: In the Mountains, communication between the members of a hunting or war party is the key to not being surprised by foes. As a standard action, the character may raise a powerful alert that helps to warn and coordinate his allies, granting them a +4 bonus to all rolls to avoid being surprised. The Character himself gains no bonus fro this ability.
  • Rock throwing devil: The character can hurl rocks with unerring accuracy and may treat any rock as a simple two handed ranged weapon with a ten foot range increment. The stones inflict damage based on their size.
Stone Size Damage
Tiny 1d2
Small 1d4
medium 1d6
large 2d6
huge 3d6
gargantuan 4d6
collossal 5d6
  • Path without Trace. Like the Druid ability.

Path of Nature

While the followers of the path of the beast shuns away from civilization, the path of nature is about to live in harmony with the natural world. The followers of this path have a rare connection to the inhabitants of the wild, and a deep understanding about them.

Prerequisites: Charisma 13+, Wisdom 13+


Level Ability
1 Natural Bond
2 Speak with Animals
5 Animal Friend
8 Animal Companion
11 Plant Friend
14 Summon nature’s ally IV 1/day
17 Elemental Friend
20 One with Nature


  • Natural Bond: The nature character has an instinctive connection with the natural world. She gains wild empathy (as the druid ability of the same name) and gains Knowledge (nature) and Survival as class skills. If the nature character already has these abilities or class skills or gains them as a class feature or class skill later, she gains a +2 bonus when using them.
  • Speak with animals: The follower of the path of nature may use Speak with animals as a spell–like ability at will. The spell only works on natural animals.
  • Animal Friend (Su): Starting at 5th level, animals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the character. In addition, the character gains a +4 bonus to all Handle Animal checks.
  • Animal Companion: The nature character gains the Wild Cohort feat as a bonus feat.
  • Plant Friend (Su): Starting at 11th level, plant creatures must make Will saves (DC 10 + character's Cha modifer) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks against intelligent plant creatures.
  • Summon Nature’s Ally: The character may use Summon nature’s ally IV as a spell-like ability once per day. Burt may only summon animals, which are native to the region. The summoned creature will take 1d4+1 turn until they appear.
  • Elemental Friend (Su): Starting at 17th level, elementals must make Will saves (DC 10 + character's Cha modifier) each round in order to attack the naturefriend. In addition, the character gains a +4 bonus to all Diplomacy checks involving elementals.
  • One With Nature: At 20th level, the nature character becomes intrinsically tied with nature. She may use Commune with Nature as a spell-like ability at will.

Path of the Pious

Faith is a powerful tool. The most faithful (or fanatic) followers of their gods have strong personalities and are often blessed by the god they worship for their devotion. The followers of this path are zealots, missionaries and priests, and their gods grant them their favor.

Prerequisites: Wisdom 13+, Charisma 13+ minor code of honor (religious practice)

Level Ability
1 Confident + 2
2 Guidance
5 Fanatic 1/day
8 Confident +4
11 Armor of Faith
14 Fanatic 2/day
17 Confident +6
20 Righteous Fury


Special: A pious character’s path powers are linked to his faith and religious practice. A crisis of faith or a violation of the religious obligation may lead to the loss of the path abilities until the character atones.

  • Confident (ex): As their faith grants them a great strength of will, a pious character gains the listed bonus to all will saves.
  • Guidance (sp): The pious character may use Guidance as a spell-like ability, but only on him or herself.
  • Fanatic (ex): As the Paladin’s ability.
  • Aid (sp): The pious character may use Righteous Fury as a spell-like ability at will but only targeted on him or herself.



Path of the Professional

At all times there were people who seem able to handle every task set upon them. These people are born with an innate understanding of how to make things work, and they excel in almost every mundane art invented. Prerequisites: Int 13 +

Level Ability
1 Master of Improvisation
2 Bonus Feat
5 Steel Nerves
8 Generalist
11 Bonus Feat
14 Steel Nerves
17 Skill Mastery
20 Bonus Feat


  • Master of Improvisation (ex): The Professional may ignore up to a –5 penalty to skill roles caused by improvised tools, improper material or inappropriate circumstances.
  • Bonus Feat (Ex): The character may select a bonus feat from the following list: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy or Track. The normal rules for feats apply, so the only bonus feat you can select more than once is Skill Focus.
  • Steel Nerves (Ex): The character can pick a class-skill of their choice. The character will always be able to Take 10 when using this skill, even in stressful situations.
  • Generalist (Ex): The characters mind is so receptive to learning that they count every craft skill as a class-skill, regardless of the classes they have.
  • Skill Mastery (Ex): The character select a skill with at least rank 5. The time the skill takes to use is halved, minimum one round. It’s even possible to Take 20 with the skill at 10 times the regular time instead of 20.



Psychic Path

Path of the Scholar

Some heroes are blessed with uncannily sharp minds. Capable of feats of reason and intellect far beyond that of the common man, these individuals have an aptitude for many difficult tasks. A warrior may be disarmed, and a wizard may burn all his spell energies, but no one can take you your mind.

Prerequisites: Intelligence 13+


Level Ability
1 Quick Learner +1
2 Higher education
5 Sharp as a knife +2
8 Battleplan 1/day
11 Quick Learner +2
14 Sharp as a knife +4
17 Battleplan 2/day
20 Library of Knowledge


  • Quick Learner: The scholar gains an additional skill point every level. On level 11 this bonus increases to two additional skill points per level, this increase is not retroactive.
  • Higher Education: The Scholar may always take 20 on all knowledge checks even in the most unlikely situations.
  • Sharp as a knife: The scholar can solve puzzles and problems with a speed and finesse that befuddles those of lesser intellect. He gains the listed roll on all Appraise, Decipher Script and Forgery checks, as well as any rolls to solve puzzles or riddles.
  • Battleplan: The scholar can see tactical advantages, spot weaknesses and lay clever plans for combat with breathtaking speed. Starting on level 8 he may once per day as a free action activate the Battleplan ability. He may then add his wisdom or intelligence modifier to attack, damage or defense for a number of turns equal to the used ability bonus.

At 17th level, the scholar gains an additional use of this ability, for the cost of the additional use, the scholar may add the bonus to more than one type of roll. Adding the bonus to both attack and damage for example would take both uses for the day. Library of knowledge: The scholar’s ability to soak up knowledge everywhere has now resulted in a general understanding of almost all things. The scholar may make any knowledge skill roll untrained, even for difficult questions. The scholar gains a +2 bonus on all knowledge checks.



Path of Shadows

Some walk more easily at night, hidden from the light and the suspicious eyes of their brethren. Some even have learned to move without noise or leaving any trace and to hide in the darkness. Those who are best in it are the followers of the Path of Shadows.

Prerequisites: Dex 15+


Level Ability
1 Veil of the Night +2
2 Blindsense 10 ft
5 Veil of the Night +4
8 Blindsense 30 ft.
11 Veil of the Night +6
14 Hide in Plain Sight
17 Veil of the Night +8
20 Blindsight 30’


  • Blindsense: For those who live and move in darkness, sensing the environment without seeing it is invaluable. At 2nd level, a hero on the path of Shadows gains Blindsense with a range of 10ft. This range increase to 30ft. on 8th level and replaces the Blindsense with Blindsight on 20th level.
  • Veil of the Night: The shadowed character can easily blend into the darkness and disappear in it. The character gains the listed bonus to all Hide and Move Silently checks.
  • Hide in Plain Sight: A shadowed character can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, the character can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.



Path of the Tactician

There are always those warriors who understand an old but eternally valid concept: A good plan is more important than pure force. An army of sheep led by a lion is a hundred times more dangerous than an army of lions led by a sheep. The followers of this path are these lions and their minds are often as sharp as their blades. Prerequisites: Intelligence 13+


Level Ability
1 Aid another +1
2 Combat Overview
5 Aid another +2
8 Coordinated Initiative
11 Aid another +3
14 Coordinated Attack
17 Aid another +4
20 Directed Attack


  • Aid another: The tactician can perform the aid another combat action as a move action instead of a standard action. Characters assisted this way gains the listed bonus as an additional bonus to their attacks or defenses for this turn, whichever option the Tactician choses.
  • Combat overview: As a full round action that provokes an attack of opportunity, the tactician is able to prevent an attack of opportunity against one of his allies within 30’ range. The tactician may use this ability outside of his turn, but uses his next turn’s action for it.
  • Coordinated Initiative: All allies within 30’ range can use the Tactician’s initiative score instead of their own.

Coordinated Attack: As a full round action, the tactician may make a touch attack against a foe. If the attack succeeds, any ally of the Tactician within 30’ gains a +1 bonus to all attacks and damage rolls against this foe for every ally involved, up to a maximum of +5. To profit from this ability, the characters must delay their own actions until the Tactician has made his touch attack.

  • Directed Attack: as a full round action that does not provoke an attack of opportunity, the Tactician may grant an ally within 30’ range a bonus equal to half the Tactician’s BAB to the ally’s next single attack.

Path of True Death

The followers of this path are the hunters of the undead and are blessed with a stronger protection against their touch to bring the dead to the deadless. The followers of this path excel in the fight against the undead.

Requirements: Charisma 13+, Wisdom 13+

Level Ability
1 Sense the Dead (30’)
2 Touch of the Living +3
5 Disrupting Attack 1/day
8 Sense the Dead (50’)
11 Touch of the Living +5
14 Disrupting Attack 2/day
17 Touch of the Living +7
20 Deathward


  • Sense the Dead (Su): As detect evil, except that the Bringer of true Death can only sense the presence of undead at 30ft. at 1st level. The detection distance increases to 50 feet at 8th level. This ability is a standard action and may be used at will. The character must make a character level check + his Wisdom modifier to detect the undead (DC 10 + 1 per HD of the undead).
  • Touch of the Living (Su): Melee attacks made by the Bringer of true Death are particularly effective against undead. Those who follow this heroic path exude an aura that is painful and disruptive to the undead, allowing them to weaken the bonds holding the spirit to the corpse. All melee attacks made by the character, which cause any damage to an undead creature inflict the listed bonus as additional damage to those creatures.
  • Disrupting Attack (Su): Before making a melee attack roll against an undead creature, the Bringer of true Death may decide to attempt a disrupting attack. If the attack hits, the target must make a Will save (DC 10 + 1/2 character levels + the character’s Charisma modifier) or be destroyed. If the attack misses or if the character accidentally uses a disrupting attack against a creature that is not undead, the distrupting attack has no effect and the daily use of the ability is still used up.
  • Deathward (Sp): A 20th level Bringer of True Death may use Deathward as a spell-like ability at will. The spell may only affect the character himself.



Unrelenting Path

Some heroes have an inner drive that pushes them forward through pain and difficulty. They able to pull off feats of planning and persistence that other mere mortals deemed impossible. Such people do not flag under duress, do not tire as normal people do, and seem to be able to constantly go beyond the limits set by others.

Prerequisites: CON 13+

Level Ability
1 Tough
2 Unflagging Endurance (1 day)
5 Ignore Exposure
8 Focus (4->1)
11 Unflagging Endurance (2 days)
14 Unflagging Drive
17 Focus (3->1)
20 Unflagging Endurance (3 days)


  • Tough (Ex): The character gains Toughness as a bonus feat.
  • Unflagging Endurance (Ex): Starting from 2nd level, the character may act without any penalty for not having rested in the past 1 day, provided that at the end of the effect they take a double rest (sleep for sixteen hours) Characters still regain hit points as though they had slept a full 8 hours, regardless of the actual time spent sleeping (if any) but are not able to refill their spell points.At 11th, and 17th levels, this effect increases in duration by a full day (e.g. at 17th level, a character can go 3 days without rest.
  • Ignore Exposure (Su): Functions like the spell Endure Elements, but is effective continuously, and only affects the character, but not his equipment.
  • Focus (Ex): At 4th level, the character may push their body to the limit of its endurance to focus on a particular action. The character may add a +1 to any action, attack or skill check, at the cost of 4 points of non-lethal damage. A character may only add a total bonus equal to their character level each day. The bonuses can be divided up any way the character chooses (i.e. 4 +1 bonuses, 2 +2 bonuses, 1 +4 bonus, etc). At 17th level, the cost is reduced to 3 points of non-lethal damage for each +1 bonus.
  • Unflagging Drive (Su): At 14th level, the character may use this ability once per day as though it were the spell Freedom of Movement. For these purposes, the caster level of the spell is equal to the character’s constitution bonus. The ability affects only the character (i.e. spell range of 'personal' only).

Path of the Waves

The sea can entice the heart of men, and some become their willingly servants. The followers of this path are the sea-legged sailors and fishermen who cross the oceans and listen to the whispers of the waves.

Prerequisites: Con 13, Wis 13

Level Ability
1 Swim like a fish (20’)
2 Hold Breath (3 times)
5 Aquatic Blindsense 30’
8 Swim like a fish (40’)
11 Aquatic Ally
14 Cold Resistance 5
17 Hold Breath (5 times)
20 Aquatic Emissary


  • Swim like a fish: The character gains a swim speed of 20’. She need not making swim checks to pass calm water, but if she must make a swim check, she gains +8 bonus to it At 8th level, the Swim speed increases to 40’. Characters who already have a swim speed increase their swim speed by 20’ respectively 40’ when they gain these path features.
  • Hold Breath: The character can hold her breath for much longer than usual. She can hold its breath for a number of rounds equal to three times its Constitution score before it risks drowning. If the character already has a similar feature, she may use the higher amount of time and increase the multilier by one. The time the character an hold her breath increases at 17th level.
  • Aquatic Blindsense: The character gains the Blindsense ability with a range of 30’ when she is in the water.
  • Aquatic Ally: The character gains the wild cohort feat and therefore an animal companion. The chosen companion must be a maritime creature.
  • Aquatic Emissary: At 20th level, the character can understand and communicate with any creature of the sea or the rivers. She may talk to any aquatic creature using its native tongue and may speak freely (or cast spells with a verbal component) under water. All such communication is limited by the creature’s intelligence.
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