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Описание
Черты
Эпитеты
Иконы
Source War of Immortals
As the war god died, his power rained through the many planes of creation, sparking conflict and instilling divine energy in those previously without it. Whether you were directly touched by this power, claimed it from an ancient being or artifact, or whether it awoke something long dormant in your lineage, a spark of the divine now blazes within your soul, granting you abilities, sacred weapons, and divine signifiers that reach into the realm previously reserved for gods and legends. How you wield these tools and grow your power is for you to decide—you may become a hero or you may turn to selfish ends, but one thing is certain: you intend to carve your epithet in history, immortalized in the memory of gods and mortals alike.
Key Attribute: STRENGTH OR DEXTERITY
At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.
Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Trained in Reflex
Expert in Will
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Trained in martial weapons
Trained in unarmed attacks
Trained in medium armor
Trained in unarmored defense
At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
By placing your divine spark into one of your ikons, you empower that ikon to accomplish deeds beyond what it could in mortal hands. Each ikon has both a passive immanence effect and an active transcendence effect. Both of these effects require your divine spark to be in the item. You can place your spark into an ikon by using the Shift Immanence action.
You first gain a root epithet to describe an aspect of your personality. This grants you a skill, as well as a special effect that occurs when you Spark Transcendence. If you are already trained in the granted skill, you become trained in a different skill of your choice, as normal. An effect that occurs after you Spark Transcendence happens immediately after your transcendence action is completely resolved. Choose one Root Epithet.
At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
As the war god died, his power rained through the many planes of creation, sparking conflict and instilling divine energy in those previously without it. Whether you were directly touched by this power, claimed it from an ancient being or artifact, or whether it awoke something long dormant in your lineage, a spark of the divine now blazes within your soul, granting you abilities, sacred weapons, and divine signifiers that reach into the realm previously reserved for gods and legends. How you wield these tools and grow your power is for you to decide—you may become a hero or you may turn to selfish ends, but one thing is certain: you intend to carve your epithet in history, immortalized in the memory of gods and mortals alike.
Key Attribute: STRENGTH OR DEXTERITY
At 1st level, your class gives you an attribute boost to your choice of Strength or Dexterity.
Hit Points: 10 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.
Roleplaying the Exemplar
During Combat Encounters...
You fight on the vanguard, scattering lesser foes to the winds. You concentrate your divine energy into the right weapon or tool for the moment. When an arrow strikes your skin, it stings no more than a flea; when your spear strikes forward, it can pierce gods.During Social Encounters...
You naturally cut a larger-than-life figure. You may use your personal magnetism to inspire others, or you might be a lone and brooding figure who seldom speaks. Either way, your actions and words hang in the air with weight.While Exploring...
You feel for the flow of fate, knowing that your path will bring you to your next quest. You may take special interest in certain aspects of nature, society, or the cosmos as your divine spark begins to find itself drawn to certain powers.In Downtime...
Inactivity rarely suits an exemplar, so you seek out additional deeds or quests to spread your name. You might search for creatures to slay, compete in athletic contests, or quest for lost artifacts.You Might...
- Chase glory across the land, beyond the sea, and over the horizon.
- Take other heroes under your wing, that your legend may live on through them.
- Feel the weight of immense expectations and obligation.
Others Probably...
- Look to you in times of crisis, thinking you can handle any challenge.
- Think of you as larger than life, more of the figure of a story than a living adventurer.
- Mistake your heroism and capability for pride and aloofness.
Initial Proficiencies
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.Perception
Trained in PerceptionSaving Throws
Expert in FortitudeTrained in Reflex
Expert in Will
Skills
Trained in ReligionTrained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks
Trained in simple weaponsTrained in martial weapons
Trained in unarmed attacks
Defenses
Trained in light armorTrained in medium armor
Trained in unarmored defense
Class DC
Trained in exemplar class DCClass Features
You gain these features as a Exemplar. Abilities gained at higher levels list the levels at which you gain them next to the features' names.Ancestry and Background
In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.Attribute Boosts
In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.Divine Spark and Ikons
Within your soul is a tiny spark of divine power that belongs not to a deity, but is something you've claimed all your own. You can focus this divine power through special items known as ikons. Ikons are items or bodily features intrinsically linked to you—sacred vessels forged from your divinity that are capable of conducting its power. Select three ikons from the list on pages 43–47.By placing your divine spark into one of your ikons, you empower that ikon to accomplish deeds beyond what it could in mortal hands. Each ikon has both a passive immanence effect and an active transcendence effect. Both of these effects require your divine spark to be in the item. You can place your spark into an ikon by using the Shift Immanence action.
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Spark Transcendence
While your spark dwells within an ikon, you get that ikon's immanence effect continually. However, you can also Spark Transcendence in a mighty deed, channeling your divinity through the ikon—though when you Spark Transcendence, the force of the act temporarily casts your divine spark out of the ikon. Each ikon's transcendence action appears in its stat block, and the transcendence trait is described in the Key Terms sidebar.Expanding Immanence And Transcendence
Each ikon has one immanence and one transcendence ability when acquired, but you can imbue your ikons with additional abilities through higher-level exemplar class features and feats. These abilities have the ikon trait.Exemplar Feats
At 1st level and every even-numbered level thereafter, you gain an exemplar class feat.Humble Strikes
Even the most unassuming weapons can accomplish great deeds. When you are wielding a simple weapon, increase the damage die size of that weapon by one step.Shield Block
You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.Skill Feats Level 2
At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.General Feats Level 3
At 3rd level and every 4 levels thereafter, you gain a general feat.Root Epithet Level 3
As your story unfolds, your personality and deeds begin to shape the potential of your divine spark. You come to bear an epithet—a word or phrase that seems to always stick in the mind of those describing you. (You can find examples of acquiring epithets in the Earning your Name sidebar on page 35.) Your epithets grant you additional abilities, especially when your divine spark is brought to the surface.You first gain a root epithet to describe an aspect of your personality. This grants you a skill, as well as a special effect that occurs when you Spark Transcendence. If you are already trained in the granted skill, you become trained in a different skill of your choice, as normal. An effect that occurs after you Spark Transcendence happens immediately after your transcendence action is completely resolved. Choose one Root Epithet.
Skill Increases Level 3
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in, or become an expert in one skill in which you're already trained.At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
Ancestry Feats Level 5
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.Weapon Expertise Level 5
You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.Dominion Epithet Level 7
Your divinity has grown in power along with your deeds, allowing you to begin claiming dominion over aspects of creation. Choose one Dominion Epithet. Each one grants a critical specialization ability you can use instead of any others you might have access to, and an ability you can use when you Spark Transcendence. You can benefit from no more than one epithet ability each time you Spark Transcendence. Some epithets grant additional benefits, such as feats.Spirit Striking Level 7
Your divine power can't be contained, escaping in flits and embers as you wreak violence. You deal 2 additional spirit damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.Unassailable Soul Level 7
A firm knowledge of (or foolish pride in) yourself and your ability girds your mind against doubt and intrusion. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.Divine Premonition Level 9
A sense of the flow of fate allows you to respond to danger with uncanny alacrity. Your proficiency rank for Reflex saves increases to expert.Godly Expertise Level 9
Your divine power increases in might. Your proficiency rank for your exemplar class DC increases to expert.Perception Expertise Level 9
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.Divine Weapon Mastery Level 13
Your skill with weapons is divinely inspired. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.Greater Unassailable Soul Level 13
A wall of confidence blunts every arrow seeking to pierce your mind. Your proficiency rank for Will saves increases to legendary. When you roll a success at a Will save, you get a critical success. When you roll a critical failure at a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.Burnished Armor Expertise Level 13
Exposure to your divine spark has reinforced your armor. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.Greater Spirit Striking Level 15
Your additional damage from spirit striking increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.Mortality Reforged Level 15
Inner fire has burned away the frailty of a mortal body. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.Sovereignty Epithet Level 15
The litany of heroic deeds left in your wake has caused your divine spark to blaze bright enough that it now illuminates your legacy. Choose one Sovereignty Epithet, which grants you an ability you can use when you Spark Transcendence. You can benefit from no more than one epithet ability each time you Spark Transcendence.Deific Mastery Level 17
You have achieved full mastery over your divine spark as its power flows through your body and ikons. Your proficiency rank for your exemplar class DC increases to master.Perception Mastery Level 17
Through your adventures, you've developed keen awareness and attention to detail, the better to watch over your wards and keep an eye out for monsters and other threats. Your proficiency rank for Perception increases to master.Burnished Armor Mastery Level 19
Your armor shines with divine light, flawless and unyielding. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master.Черты
Фокальные заклинания
Название / Name | Дескрипторы | Уровень | Сотворение | Источник | ||
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Эпитеты
Your dominion is over the ocean, the great source and ultimate taker of lives. You gain the Energized Spark feat for your choice of water or cold. When you critically succeed on a Strike, water blasts the target and those nearby. This deals bludgeoning splash damage equal to the number of weapon damage dice to the target and all creatures within 10 feet of it. This effect has the
water trait.
When you Spark Transcendence, you can Step, your body carried along by a surging tide. If your transcendence affected an enemy, you can instead move that enemy 5 feet in a direction of your choice unless it succeeds at a Fortitude save against your class DC. If you move an enemy who started out adjacent to you, you can Step into the space it vacated.
When you Spark Transcendence, you can Step, your body carried along by a surging tide. If your transcendence affected an enemy, you can instead move that enemy 5 feet in a direction of your choice unless it succeeds at a Fortitude save against your class DC. If you move an enemy who started out adjacent to you, you can Step into the space it vacated.
Leaders must live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in Diplomacy. After you Spark Transcendence, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a
mental and
emotion effect. The ally is then temporarily immune for 10 minutes.
Whether out of overconfidence, a desire to protect your comrades, or the unslakable thirst for glory, you invite challengers to strike you down. You are trained in Intimidation. After you Spark Transcendence, you can boast to one enemy within 30 feet to draw its attention; this effect has the
auditory,
emotion,
mental, and
linguistic traits. Until the start of your next turn, the target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and it gains a +1 status bonus to these rolls when targeting you.
Those who make great names for themselves as heroes are called upon to train those who follow them, and such is your destiny—to be remembered not through your own deeds but through the progeny who you hope will one day surpass you. After you Spark Transcendence, you can attempt to
Recall Knowledge about one enemy you can see as a free action and instantly transmit any knowledge you gain as a result to every ally within 60 feet. The first piece of knowledge you gain when Recalling Knowledge in this way is always the enemy's immunities. If the enemy has no immunities, you learn its greatest resistance; if it also possesses no resistances, you learn its greatest weakness; if it possesses none of the above, you learn its lowest saving throw.
Though you are a warrior, you respect the power of song, oratory, and other arts, knowing it is these forces that make fights worth fighting. You gain the Energized Spark feat for your choice of sonic or vitality. When you critically succeed on a Strike, haunting melodies play around the target, making them
stupefied 1 unless they succeed on a Will save against your class DC.
When you Spark Transcendence, your divine spark releases a sublime song that harmonizes with your allies. Until the start of your next turn, any of your allies that starts their turn within 30 feet of you can hum to Sustain one of their effects that can be sustained. This is a free action triggered by the ally's turn beginning. Your song then ends, and that ally can't benefit from this ability again for 10 minutes. This is an auditory and mental effect.
When you Spark Transcendence, your divine spark releases a sublime song that harmonizes with your allies. Until the start of your next turn, any of your allies that starts their turn within 30 feet of you can hum to Sustain one of their effects that can be sustained. This is a free action triggered by the ally's turn beginning. Your song then ends, and that ally can't benefit from this ability again for 10 minutes. This is an auditory and mental effect.
For as long as there have been gods, they have made war, and you aim to stand atop the pile when the fighting's over. When you critically succeed on a Strike, divine skill at arms guides your weapon, granting you the critical specialization effect for the weapon group. If you already had access to the critical specialization effect for this weapon, your weapon gains the additional critical specialization effect of the
grievous rune.
After you Spark Transcendence, your impeccable battle form strikes fear. An enemy of your choice within 30 feet must succeed at a Will save against your class DC or be frightened 1. That creature is then temporarily immune to this effect for 10 minutes. This is an emotion, fear, mental, and visual effect.
After you Spark Transcendence, your impeccable battle form strikes fear. An enemy of your choice within 30 feet must succeed at a Will save against your class DC or be frightened 1. That creature is then temporarily immune to this effect for 10 minutes. This is an emotion, fear, mental, and visual effect.
Whether your destiny is monarch or god, the spirit of all rulers past and future grants you an unrivaled commanding presence. After you Spark Transcendence, you can exude an air of authority until the start of your next turn. If any enemy fails at an attack roll against you during this time, you can attempt an Intimidation check to
Demoralize that enemy as a free action as you rebuke it for its foolish attempt to stand against your authority.
Though your tales are not sung out loud, they still live on as cautionary tales, whispers, tall tales, and half-believed rumors. You walk hidden behind stars, capable of taking anything; the lights of the heavens are not safe from your avarice. After you Spark Transcendence, as a free action you can attempt a check to
Palm an Object or to
Steal an item from an enemy within 30 feet. The relocated objects simply disappear and reappear in your hand.
Speed, subtlety, and precision. Your feet rush as fast as a gale, but your fingers touch as lightly as a breeze. You are trained in Thievery. After you Spark Transcendence, you can attempt to
Steal or
Palm an Object. When you Spark Transcendence, you can Interact as a free action to reload or draw a weapon ikon, either directly before or directly after your transcendence action. The weapon ikon must be a ranged weapon with the
reload trait or a one-handed melee weapon with the
thrown trait.
Your dominion is over stone and soil, the pillars holding up the stage of history's great legends. You gain the Energized Spark feat (page 35) for your choice of earth or fire. When you critically succeed on a Strike and the target of the critical hit is standing on a surface of earth or stone, the target is driven down and mired in the ground. The target is
immobilized and must succeed at an
Escape attempt against your class DC to end the immobilization. The creature doesn't become stuck if it is
incorporeal, is liquid (like a water elemental or some
oozes), has a burrow speed, or could otherwise escape without effort.
When you Spark Transcendence while standing on a surface of earth or stone, you can choose to shatter the surface in a 10-foot emanation, making it difficult terrain. You are not affected by this difficult terrain.
When you Spark Transcendence while standing on a surface of earth or stone, you can choose to shatter the surface in a 10-foot emanation, making it difficult terrain. You are not affected by this difficult terrain.
To be a hero is to endure countless hardships and stand where others have fallen, shouldering dreams and destinies in their stead. Though this weight may reach your eyes, you bear this burden so that those under you can live smiling. You are trained in Diplomacy. After you Spark Transcendence, your act resonates with bittersweet poignancy, making one enemy of your choice within 30 feet who witnessed the act
dazzled as tears or memories dance in their eyes. This is an
emotion and
mental effect. The enemy remains dazzled until the start of your next turn, and then they are temporarily immune for 10 minutes.
You flourish in spring and idle in summer, give in fall and take in winter. You gain the Energized Spark feat for your choice of cold, fire, void, or wood. When you critically succeed on a Strike, you can Step as a free action in a whirl of leaves, snow, blossoms, or shimmering heat. The season changes, rotating each time you use this ability.
When you Spark Transcendence, you gain temporary Hit Points equal to half your level as you are reinvigorated by the changing of the seasons; these temporary Hit Points last until the start of your next turn.
When you Spark Transcendence, you gain temporary Hit Points equal to half your level as you are reinvigorated by the changing of the seasons; these temporary Hit Points last until the start of your next turn.
Why race a hare across a meadow, or a salmon up a waterfall? Why face a titan in a test of strength? Wouldn't it be better to best your foes with a bit of creativity? After all, the stories that echo throughout history are always those where wits and trickery, rather than raw talent or power, win the day. You are trained in Deception. After you Spark Transcendence, you can
Create a Diversion or
Feint as a free action.
Your deeds show fearlessness: when a beast surfaces, you're there to fight it; when someone's lost in the dark, you're first to the rescue. You're trained in Athletics. After you Spark Transcendence, your body carries you forward, allowing you to Stride up to half your Speed in a straight line toward one enemy of your choice as a free action. Once you have used this ability on a given enemy, you can't use it against that enemy again for 10 minutes.
The sky overhead is yours to command as lightning strikes your soul. You gain the Energized Spark feat for your choice of electricity or sonic. When you critically succeed on a Strike, a thunderclap booms! The target must make a Fortitude saving throw against your class DC. On a failure, they are knocked
prone and
deafened for 1 minute. This is a sonic effect.
When you Spark Transcendence, you can choose to become electrically charged until the start of your next turn. Any creature that touches you or damages you with an unarmed attack or non- reach melee weapon while you're charged takes 1d6 electricity damage as lightning courses back to them.
When you Spark Transcendence, you can choose to become electrically charged until the start of your next turn. Any creature that touches you or damages you with an unarmed attack or non- reach melee weapon while you're charged takes 1d6 electricity damage as lightning courses back to them.
Your legacy is written in the lives you save. In your presence, coughs cease and aches abate, as a soft glow fills any living being in your presence. Magic flowing from one hand stitches wounds, and vigor ebbs from the other. After you Spark Transcendence, choose any number of willing or
unconscious creatures in a 30-foot emanation. Each of these creatures that's
dying loses the dying condition and remains unconscious at 0 Hit Points, and each one that isn't dying gains 10 temporary Hit Points that last until the start of your next turn. This is a
healing
vitality effect.
Иконы
Usage a
sickle or any weapon from the axe, flail, or polearm group
This weapon, once used for felling trees or crops, now harvests lives instead.
This weapon, once used for felling trees or crops, now harvests lives instead.
Immanence
The mortal harvest deals 1 persistent spirit damage per weapon damage die to creatures it Strikes.Transcendence — Reap the Field
Requirements Your previous action was a successful Strike with the mortal harvest Effect Time seems to lag as you blur across the battlefield, deciding the fate of many in a moment. Stride up to half your Speed and make another melee Strike with the mortal harvest against a different creature. This Strike uses the same multiple attack penalty as your previous Strike, but counts toward your multiple attack penalty as normal.
Usage a ranged weapon
The shots fired by this weapon seem guided by divine accuracy, finding the swiftest targets.
The shots fired by this weapon seem guided by divine accuracy, finding the swiftest targets.
Immanence
The unfailing bow deals 1 additional spirit damage per weapon damage die to creatures it Strikes, or 1d4 additional spirit damage per weapon die on a critical hit.Transcendence — Arrow Splits Arrow
Requirements Your previous action was to Strike with the unfailing bow Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don't automatically adjust the degree of success if the initial roll was a natural 1 or 20.
Usage a
staff,
bo staff, fighting stick,
khakkara, or any weapon in the spear or polearm weapon group
This humble stick-like weapon has an elegant simplicity to it, affording you reliable strikes over flashy maneuvers.
This humble stick-like weapon has an elegant simplicity to it, affording you reliable strikes over flashy maneuvers.
Immanence
The noble branch deals 2 additional spirit damage per weapon damage die to creatures it Strikes.Transcendence — Strike, Breathe, Rend
Requirements Your last action this turn was a successful Strike with the noble branch Effect You channel a rending pulse of energy down your weapon in the moment of contact. The target of the Strike takes spirit damage equal to the noble branch's weapon damage dice. This includes any extra dice from striking runes, but not from special abilities, property runes, or the like.
Usage worn headwear or belt (typically a sash)
This symbol of victory—whether a laurel worn around the head or a medal that hangs from your neck—reminds you and your allies that victory is the only acceptable outcome.
This symbol of victory—whether a laurel worn around the head or a medal that hangs from your neck—reminds you and your allies that victory is the only acceptable outcome.
Immanence
You inspire your allies to greater glory. You and all your allies in a 15-foot emanation gain a +1 status bonus to attack rolls.Transcendence — One Moment till Glory
You rally your allies, carrying them from the brink of disaster to the verge of victory. Each ally in your aura can immediately attempt a new saving throw with a +2 status bonus against one ongoing negative effect or condition currently affecting them, even if that effect would not normally allow a new saving throw.
Usage imbued in the eyes
Your eyes glint with an almost-tangible sharpness, letting you spot the tiniest swallow on the horizon or the swiftest arrow in flight.
Your eyes glint with an almost-tangible sharpness, letting you spot the tiniest swallow on the horizon or the swiftest arrow in flight.
Immanence
Your vision sharpens and allows you to sense an enemy's attack almost as soon as it begins, granting you a +1 status bonus to Perception checks and a +2 status bonus to your AC against ranged attacks.Transcendence — A Moment Unending
You take in every movement around you, affording you unparalleled accuracy. Your next successful Strike against an enemy before the end of your next turn deals an additional 1d6 precision damage. This damage increases to 2d6 at 10th level and 3d6 at 18th level.
Usage a ranged weapon
You might be the only one capable of stringing this bow or pulling this trigger; either way, the ikon's shots are packed with explosive power, striking like falling stars.
You might be the only one capable of stringing this bow or pulling this trigger; either way, the ikon's shots are packed with explosive power, striking like falling stars.
Immanence
Strikes with the starshot deal an additional 1 spirit splash damage per weapon damage die.Transcendence — Giant-Felling Comet
You shoot the starshot, causing a detonation in a 5-foot burst within 60 feet. Each creature in the area must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with the starshot. Creatures larger than you take a –2 circumstance penalty to their saving throws. This shot requires any ammunition that would normally be required for the weapon.
Usage any shield
This shield is polished so brightly it can reflect even spiritual and ethereal attacks.
This shield is polished so brightly it can reflect even spiritual and ethereal attacks.
Immanence
The mirrored aegis emits an aura in a 15-foot emanation that protects you and all allies in the aura from harm, granting a +1 status bonus to AC. If the mirrored aegis houses your divine spark for 10 uninterrupted minutes, it is restored to full Hit Points.Transcendence — Raise the Walls
You Raise the mirrored aegis, which summons ethereal shields that surround you and one ally of your choice within 15 feet in a tortoise shield formation. You and the ally gain a +1 status bonus to AC, Reflex saves, and any save against a force, spirit, vitality, or void effect for 1 minute.
Usage imbued in the skin
Tempered in your spirit, your very skin is as a suit of armor, though a single location on your body remains unprotected, a curse and a challenge within your legend. During your daily preparations, you can strike your skin lightly with an object that deals bludgeoning, slashing or piecing damage to habituate your skin against this type of injury, attuning the ikon to that damage type.
Tempered in your spirit, your very skin is as a suit of armor, though a single location on your body remains unprotected, a curse and a challenge within your legend. During your daily preparations, you can strike your skin lightly with an object that deals bludgeoning, slashing or piecing damage to habituate your skin against this type of injury, attuning the ikon to that damage type.
Immanence
When your skin houses your divine spark, you gain resistance to the attuned damage type equal to half your level. This resistance doesn't apply against critical hits, which successfully find your unprotected spot.Transcendence — Crash against Me
Your skin becomes virtually unbreakable. Until the start of your next turn, you have resistance equal to your level to the chosen damage type. During this time, if a creature attacking you using a weapon dealing the same damage type as your resistance misses you or hits you but deals no damage due to your resistance, the weapon clangs wildly off your skin. This painful reverberation makes the attacking enemy off-guard and gives it a –2 circumstance penalty to attacks with that weapon until the start of the enemy's next turn.
Usage any melee weapon in the club, hammer, or axe group, or any your melee
unarmed Strikes that deals bludgeoning damage
You wield a weapon whose blows shatter mountains with ease.
You wield a weapon whose blows shatter mountains with ease.
Immanence
The titan's breaker deals 2 additional spirit damage per weapon damage die to creatures it Strikes. Constructs and objects are not immune to this spirit damage, and this spirit damage automatically bypasses an amount of their Hardness equal to your level.Transcendence — Fracture Mountains
Your spirit is so dense it takes on tangible force. Make a melee Strike with the titan's breaker. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your additional spirit damage from the ikon's immanence increases to 4 plus an extra die of weapon damage. If you're at least 10th level, it's increased to 6 spirit damage and two extra dice, and if you're at least 18th level, it's increased to 8 spirit damage and three extra dice.
Usage worn anklets, bracers, or circlet (often a headband)
These weighted bands don't enhance your power—rather, they keep your strength in check, honing your discipline.
These weighted bands don't enhance your power—rather, they keep your strength in check, honing your discipline.
Immanence
The bands of imprisonment tighten, keeping your mind sharp. You gain a +1 status bonus to Will saving throws and resistance to mental damage equal to half your level.Transcendence — Break Free
You can attempt to Escape with a +2 status bonus on your check, then Stride up to twice your Speed in a straight line, and finally make a melee Strike. If you don't need to Escape or you can't move or choose not to, you still take the other actions listed."
Usage melee weapon that deals slashing or piercing damage
This blade subtly rattles in its scabbard, as if it wants to be unsheathed so it can consume violence.
This blade subtly rattles in its scabbard, as if it wants to be unsheathed so it can consume violence.
Immanence
The barrow's edge deals 1 additional spirit damage per weapon damage die to a creature it Strikes. If the creature is below half its maximum Hit Points, the weapon deals 3 additional spirit damage per weapon damage dice instead. Barrow's edge rattles more strongly when an enemy below half its maximum Hit Points is within the weapon's reach to let you know a foe is verging closer to death.Transcendence — Drink of my Foes
Requirements Your last action was a successful Strike with the barrow's edge Effect Your blade glows as it absorbs your foe's vitality. You regain Hit Points equal to half the damage dealt.
Usage worn belt
This girdle wraps around your waist, magnifying your strength to the point you feel you could carry the sky itself.
This girdle wraps around your waist, magnifying your strength to the point you feel you could carry the sky itself.
Immanence
Strength flows forth. You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, and you gain a +1 circumstance bonus to checks for these actions and to your saving throws to resist these actions.Transcendence — Bear Allies' Burdens
You move with a speed belying your strength, carrying your allies as easily as straw dolls. You Stride. At any point you are adjacent to a willing ally during the Stride, you can pick that ally up, and you can deposit them into a space adjacent to you at any other point during your movement. You ignore the ally's Bulk while carrying them during your Stride. You can Climb, Fly, or Swim instead of Striding if you have the corresponding movement type.
Usage imbued on the face
A fetching beauty spot under an eye or a smile as warm as the sun distracts foes and captures hearts alike.
A fetching beauty spot under an eye or a smile as warm as the sun distracts foes and captures hearts alike.
Immanence
Your beauty becomes supernaturally enhanced, distracting foes and imposing a –1 circumstance penalty to melee attack rolls against you.Transcendence — Captivating Charm
You focus your attention on a creature within 30 feet, overwhelming its senses. The creature must succeed at a Will save against your class DC or be fascinated by you until the start of your next turn. The condition ends if you use a hostile action against the target, but not if you use a hostile action against its allies.
Usage a wallet, bag, or similar container of 1 Bulk you can wear on your body
Whether a bag, gourd, wallet, cornucopia, or similar food receptacle, this ikon recalls the harvest and hearth. The receptacle can store up to 1 Bulk of potions and elixirs, but no other items. The receptacle can't be opened except by the ikon's immanence and transcendence abilities.
Each day during your daily preparations, the ikon produces one temporary elixir of life. You can choose to have it make a different elixir or potion you know the formula for. The level of any elixir or potion created by the horn must be your level or lower. The number of elixirs the horn creates increases to two at 8th level and three at 16th level, and you can choose each item individually. These temporary items vanish the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary elixir or potion has no value.
Whether a bag, gourd, wallet, cornucopia, or similar food receptacle, this ikon recalls the harvest and hearth. The receptacle can store up to 1 Bulk of potions and elixirs, but no other items. The receptacle can't be opened except by the ikon's immanence and transcendence abilities.
Each day during your daily preparations, the ikon produces one temporary elixir of life. You can choose to have it make a different elixir or potion you know the formula for. The level of any elixir or potion created by the horn must be your level or lower. The number of elixirs the horn creates increases to two at 8th level and three at 16th level, and you can choose each item individually. These temporary items vanish the next time you make your daily preparations, and any remaining effects of the temporary items end. A temporary elixir or potion has no value.
Immanence
The horn of plenty shimmers, allowing access to the stored consumables inside. You can Interact to draw a consumable and drink it in a single action while your divine spark rests within the horn. Other creatures can't access the contents unless you allow them to.Transcendence — Feed the Masses
The horn of plenty allows you to transfer the effects of potions and elixirs to your allies. You Interact to draw a consumable from the horn and then Interact to drink it. Rather than nourishing yourself, the item's effects are transferred to a willing ally within 60 feet, as if they had consumed it themself. If the consumable restores Hit Points, you can choose to divide the amount it restores between you and the ally freely (after rolling dice to determine the amount).
Usage a melee
free-hand weapon or a melee
unarmed Strike
Tattooed fists, savage claws, or even powerful gauntlets—you swing each with the fury of an animal from the woods.
Tattooed fists, savage claws, or even powerful gauntlets—you swing each with the fury of an animal from the woods.
Immanence
Strikes with your hands of the wildling deal an additional 1 spirit splash damage per weapon damage die. You are immune to this splash damage.Transcendence — Feral Swing
You lash out with both arms, rending all before you. Each creature in a 15-foot cone must succeed at a basic Reflex save against your class DC or take spirit damage equal to your normal Strike damage with your hands of the wildling. You can choose to swing with abandon, which imposes a –2 circumstance bonus to enemies' saving throws, but causes you to become off-guard until the start of your next turn.
Usage a weapon in the sword or knife group, or a melee unarmed attack that deals slashing damage
This blade glitters with such sharpness it seems to cut the very air in front of it.
This blade glitters with such sharpness it seems to cut the very air in front of it.
Immanence
Strikes with the gleaming blade deal 2 additional spirit damage per weapon damage die.Transcendence — Flowing Spirit Strike
Make two Strikes with the gleaming blade, each against the same target and using your current multiple attack penalty. If the gleaming blade doesn't have the agile trait, the second Strike takes a –2 penalty. If both attacks hit, you combine their damage, which is all dealt as spirit damage. You add any precision damage only once. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
Usage a holster or sheath shaped for a one-handed
thrown weapon of light Bulk or less
With an infinite array of darts, throwing knives, or similar weapons, you never need worry about being unarmed. You can spend 1 minute to load a weapon meeting the shadow sheath's usage requirements into the sheath, which is hidden somewhere on your person. As long as the shadow sheath is on your person, you can Interact to draw an exact copy of the weapon from thin air. These copies retain the runes and abilities of the hidden weapon, though if you use any limited-use abilities (such as talismans or Activations with a frequency limit), they count against the weapon's normal usages. A copy disappears shortly after leaving your hand (or being used for a thrown Strike).
With an infinite array of darts, throwing knives, or similar weapons, you never need worry about being unarmed. You can spend 1 minute to load a weapon meeting the shadow sheath's usage requirements into the sheath, which is hidden somewhere on your person. As long as the shadow sheath is on your person, you can Interact to draw an exact copy of the weapon from thin air. These copies retain the runes and abilities of the hidden weapon, though if you use any limited-use abilities (such as talismans or Activations with a frequency limit), they count against the weapon's normal usages. A copy disappears shortly after leaving your hand (or being used for a thrown Strike).
Immanence
You can Interact to draw a weapon from the shadow sheath as a free action. Your Strikes with a weapon produced from the shadow sheath deal 2 additional spirit damage per weapon damage die, which increases to 3 per die if the target is off-guard.Transcendence — Liar's Hidden Blade
Requirements Your previous action was an unsuccessful Strike with the weapon from the shadow sheath Effect The shadow weapon you threw fades, the distraction covering your true intention all along—a second strike in hidden in the blind spot of the first! Interact to draw another weapon from the shadow sheath, then Strike with it at the same multiple attack penalty as the unsuccessful attack. The opponent is off-guard to this attack. This Strike counts toward your multiple attack penalty as normal. After the Strike resolves, you can Interact to draw another weapon from the shadow sheath.
Usage worn shoes
Threadbare but trustworthy, your sandals have carried you this far, and they'll carry you much further still.
Threadbare but trustworthy, your sandals have carried you this far, and they'll carry you much further still.
Immanence
Your sandals ease your travels on the path ahead, granting you a +10-foot status bonus to your Speed.Transcendence — Marathon Dash
Your feet carry you so quickly they leave a slipstream that speeds your allies on. You Stride. Each ally within 10 feet of you at the start of your movement can Stride as a reaction.
Usage worn bracers
These lovely armbands sparkle and gleam, reflecting your own incredible magnetism.
These lovely armbands sparkle and gleam, reflecting your own incredible magnetism.
Immanence
Others find it hard to leave your captivating presence. An aura surrounds you in a 10-foot emanation. An enemy in the aura that attempts to move away from you must succeed at a Will save against your class DC or its move action is disrupted.Transcendence — Embrace of Destiny
Choose an enemy within 20 feet of you. It must succeed at a Will save against your class DC or be pulled directly toward you into a square adjacent to you.
Usage worn cloak or belt
This animal hide, whether worn about the shoulders or waist, is all you need to survive even the harshest elements. When you make your daily preparations, choose cold, electricity, fire, poison, or sonic damage. The pelt attunes to that damage type.
This animal hide, whether worn about the shoulders or waist, is all you need to survive even the harshest elements. When you make your daily preparations, choose cold, electricity, fire, poison, or sonic damage. The pelt attunes to that damage type.
Immanence
You gain resistance equal to half your level to the damage type the pelt is attuned to. You also treat environmental cold and heat effects as one step less severe.Transcendence — Survive the Wilds
You wrap the pelt around yourself. You can choose to change the damage type the pelt is attuned to. The pelt shines gold, drawing the offending energies into itself. Until the start of your next turn, this shine creates an aura in a 15-foot emanation. You and all allies in the emanation gain a +2 circumstance bonus to AC and saving throws against effects with that trait.
Usage imbued in the skin
A scar on your body commemorates a time someone tried to end your story and failed—a testament to your resilience and fortitude.
A scar on your body commemorates a time someone tried to end your story and failed—a testament to your resilience and fortitude.