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Paths

From Arelith Wiki
Revision as of 15:12, 24 July 2017 by Iceborn (talk | contribs)

There are several custom classes, or paths, in Arelith. Often they are the class in which they are based with an unique twist.

Warlock

Main article: 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.

Totem Druid

Main article: Druid#Totem animal

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#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.

Sniper

Main article: Ranger#Sniper

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 Called Shot as a bonus feat at level 9.

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 sniper path can only be selected at character creation.

Totem Ranger

Main article: Ranger#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 of the 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.

True Flame sorcerers can ONLY use Evocation epic spells; however, the 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).

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

Kensai

Main article: Kensai

Kensai is a path selectable by Barbarians, Fighters, Monks and Rogues.

A kensai gains:

  • Permanent haste (the movement speed bonus for Kensai is reduced to 20%)
  • They are prevented from equipping any ranged weapons (however, can use throwing weapons)
  • Cannot use spells from any source, including feats that replicate the effects of spells.
  • +10 discipline.
  • +1 saves vs spells each 5 levels

Healer

Main article: Cleric#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#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.

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.

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