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There are seven custom classes, or paths, available in Arelith.
{{SystemsNav|title=Paths}}


===Warlock===
[[Paths]] are custom classes or sub-specializations within a class.  There are several paths available in Arelith. Often they are the class in which they are based with an unique twist.
{{Main|Warlock}}


The warlock is a subclass of the bard. Warlocks gain magical powers by bargaining with demons, devils, or unseelie fey.


Warlock does not have to be selected at character creation: bards can make a pact later by finding the appropriate NPC.
 
__TOC__


===Totem Druid===
===Totem Druid===
{{Main|Druid#Totem animal}}
{{Main|Druid#Path:_Totem_Druid}}


Totem druids gain improved wildshape abilities in exchange for being weaker in their unshifted form. On taking a totem, a character immediately loses 4 STR, 4 DEX, and 4 CON, and gains the abilities of his or her totem.
Totem druids gain the extremely durable totem shape in exchange for being weaker in their unshifted form. On taking a totem, a character immediately loses 4 STR, 4 DEX, '''and''' 4 CON; in exchange, they gain the abilities of his or her totem.


A totem can be selected by a druid after character creation by finding the appropriate NPC.
A totem can also be selected by a druid after character creation by finding the appropriate NPC.


===Archer===
===Archer===
{{Main|Ranger#Archer}}
{{Main|Ranger#Path:_Archer}}
 
Archer is a subclass of the ranger. Archers give up their two-weapon fighting feats in exchange for the ability to craft a bundle of arrows each day (per rest). The arrows increase in power with archer levels.


Archer is a subclass of the ranger. Archers give up their two-weapon fighting feats in exchange for the ability to craft a bundle of arrows each day. The arrows increase in power with archer levels.
Instead of the AC bonus at level 6, they gain +1 of damage to ranged attacks. At 14, they gain +3. This damage can not be reduced.


The archer path can only be selected at character creation.
The archer path can only be selected at character creation.


===Sniper===
===Totem Ranger===
{{Main|Ranger#Sniper}}
{{Main|Ranger#Path:_Totem_Ranger}}  
Sniper is a subclass of the ranger. Snipers give up their two-weapon fighting feats in exchange for Point Blank Shot and Rapid Shot as bonus feats at level 1 and Mobility as a bonus feat at level 9.
 
Not exactly a subclass, rangers can choose a totem animal themselves. This is an aesthetic option and a defining RP factor, as the only mechanical change is that most of the summons will look like the bound animal.


The sniper path can only be selected at character creation.
A totem can only be selected by a ranger after character creation by finding the appropriate NPC.


===Path of the True Flame===
===Path of the True Flame===
{{Main|Sorcerer#Path of the True Flame}}
{{Main|Sorcerer#Path: True Flame}}


A Path of the True Flame sorcerer can cast an unlimited number of spells per day, but is limited to evocation spells. This restriction includes spells cast from items such as scrolls and wands. This means that True Flame sorcerers cannot use healing potions or Raise Dead scrolls.
The Path of the True Flame can be chosen at character creation by sorcerers. Followers of the Path of the True Flame get unlimited spells per day, but can cast only evocation spells. This limitation includes spells cast from scrolls, wands, and items.


True Flame sorcerers can ONLY use Evocation epic spells, however; the [[Feat changes|Epic Spell]] line of feats in Arelith do not get more castings of those spells per day than a normal sorcerer would (i.e. they can only cast Hellball and Greater Ruin once per day).
Mundane items, potions, restoration, dead raise and resurrection scrolls are the exception to the rule. Epic spells must also only be Evocation (this means Greater ruin and Hellball) however they can only be cast once per rest as per normal.  


The Path of the True Flame can only be selected at character creation.
The Path of the True Flame can only be selected at character creation.
===Weave Master===
{{Main|Sorcerer#Weave Master}}
A Weave Master can cast an unlimited number of spells per day but have a cool-down period between most spells when casting without metamagic Feats.
(See main article for more information)
===Kensai===
{{Main|Kensai}}
Kensai is a path selectable by Barbarians, Fighters, Monks and Rogues.
A kensai gains:
* Permanent haste (coupled with a speed reduction effect of -30%)
* They are prevented from equipping any ranged weapons
* Cannot use spells from any source, including feats that replicate the effects of spells.
* +10 discipline.


===Healer===
===Healer===
{{Main|Cleric#Healer}}
{{Main|Cleric#Path:_Healer}}
The healer is a subclass of cleric. Healers lose (and cannot regain) all weapon and armor proficiencies except for Simple weapons. In exchange, they gain the ability to cast raise dead 3 times per day and cure serious wounds 5 times per day.
The healer is a subclass of cleric. Healers lose the ability to wear any armor/wield any weapon other than simple, but receive several healing and survival related abilities in exchange.
 
The healer path can only be selected at character creation.
The healer path can only be selected at character creation.


===Tribesman===
===Tribesman===
{{Main|Barbarian#Tribesman}}
{{Main|Barbarian#Path:_Tribesman}}


The Barbarian is able to get rid of his rage abilities, in exchange of casting a warrior of the barbarian's level and race of whatever the race that the Barbarian is. The barbarian can summon a maximum amount of 2 summons, and can use it as many times as their rage is per day.
The Barbarian is able to get rid of his rage abilities, in exchange of casting a warrior of the barbarian's level and race of whatever the race that the Barbarian is. The barbarian can summon a maximum amount of 2 summons, and can use it as many times as their rage is per day.
   
   
Note, that whatever armor(or clothing) you wear your summon will have the exact same armor as you, but will not carry the same weapon as you. Instead they carry 2 Axes.
Note that whatever armor(or clothing) you wear your summon will have the exact same armor as you, but will not carry the same weapon as you. Instead, they carry 2 Axes.
Terrifying rage, and thundering rage have no effect to the summons
Terrifying rage, and thundering rage have no effect to the summons.
 
===Wild Mage===
{{Main|Wild mage}}
A Wild Mage is '''mechanically''' a wizard without specialization that takes on a unique twist to spellcasting, drawing from the raw power of the Weave to pull a result that not even he may predict! All their spells have 5% of triggering a Wild Surge along with the normal effect of their spell.
 
 
They receive a few passives and commands, explained in the [[Wild mage]] article.
===Shadow Mage===
{{Main|Shadow Mage}}
A Shadow Mage is a mage that channels magic through the Shadow Weave, the mirrored Weave controlled by Shar instead of Mystra. They cannot use any evocation spell (except Darkness), but they receive some bonuses and the ability to become Shadowdancers without meeting the usual prerequisites.


===Favoured Soul===
===Spellsword===
{{Main|Favoured Soul}}
{{Main|Spellsword}}
A favoured soul is a divine path for bards. They loose their bardsong ability but gain the ability to Raise Dead, concecreate and desecrate altars, cast spells like a Weave Master and cast with no arcane failure.
A spellsword is a mage that dedicates to achieve a balance in both arcane magic and martial prowess to excel in combat. They hinder their magic versatility but gain the ability to increase their damage and defensive capabilities through the use of their keen intellect.  
-


[[Category:Game mechanics]]
[[Category:Character mechanics]]

Latest revision as of 01:37, 12 April 2023

Paths
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[The Astrolabe]

Paths are custom classes or sub-specializations within a class. There are several paths available in Arelith. Often they are the class in which they are based with an unique twist.


Totem Druid

Main article: Druid#Path:_Totem_Druid

Totem druids gain the extremely durable totem shape in exchange for being weaker in their unshifted form. On taking a totem, a character immediately loses 4 STR, 4 DEX, and 4 CON; in exchange, they gain the abilities of his or her totem.

A totem can also be selected by a druid after character creation by finding the appropriate NPC.

Archer

Main article: Ranger#Path:_Archer

Archer is a subclass of the ranger. Archers give up their two-weapon fighting feats in exchange for the ability to craft a bundle of arrows each day (per rest). The arrows increase in power with archer levels.

Instead of the AC bonus at level 6, they gain +1 of damage to ranged attacks. At 14, they gain +3. This damage can not be reduced.

The archer path can only be selected at character creation.

Totem Ranger

Main article: Ranger#Path:_Totem_Ranger

Not exactly a subclass, rangers can choose a totem animal themselves. This is an aesthetic option and a defining RP factor, as the only mechanical change is that most of the summons will look like the bound animal.

A totem can only be selected by a ranger after character creation by finding the appropriate NPC.

Path of the True Flame

Main article: Sorcerer#Path: True Flame

The Path of the True Flame can be chosen at character creation by sorcerers. Followers of the Path of the True Flame get unlimited spells per day, but can cast only evocation spells. This limitation includes spells cast from scrolls, wands, and items.

Mundane items, potions, restoration, dead raise and resurrection scrolls are the exception to the rule. Epic spells must also only be Evocation (this means Greater ruin and Hellball) however they can only be cast once per rest as per normal.

The Path of the True Flame can only be selected at character creation.

Healer

Main article: Cleric#Path:_Healer

The healer is a subclass of cleric. Healers lose the ability to wear any armor/wield any weapon other than simple, but receive several healing and survival related abilities in exchange. The healer path can only be selected at character creation.

Tribesman

Main article: Barbarian#Path:_Tribesman

The Barbarian is able to get rid of his rage abilities, in exchange of casting a warrior of the barbarian's level and race of whatever the race that the Barbarian is. The barbarian can summon a maximum amount of 2 summons, and can use it as many times as their rage is per day.

Note that whatever armor(or clothing) you wear your summon will have the exact same armor as you, but will not carry the same weapon as you. Instead, they carry 2 Axes. Terrifying rage, and thundering rage have no effect to the summons.

Wild Mage

Main article: Wild mage

A Wild Mage is mechanically a wizard without specialization that takes on a unique twist to spellcasting, drawing from the raw power of the Weave to pull a result that not even he may predict! All their spells have 5% of triggering a Wild Surge along with the normal effect of their spell.


They receive a few passives and commands, explained in the Wild mage article.

Shadow Mage

Main article: Shadow Mage

A Shadow Mage is a mage that channels magic through the Shadow Weave, the mirrored Weave controlled by Shar instead of Mystra. They cannot use any evocation spell (except Darkness), but they receive some bonuses and the ability to become Shadowdancers without meeting the usual prerequisites.

Spellsword

Main article: Spellsword

A spellsword is a mage that dedicates to achieve a balance in both arcane magic and martial prowess to excel in combat. They hinder their magic versatility but gain the ability to increase their damage and defensive capabilities through the use of their keen intellect.