Pathfinder 2e Hack Power Sources and Paths Rules Power Sources (PS) and Power Paths (PP) replace P2e's Background and Class Power Sources The PS presented in this document are Elemental Conduit and Quest for Knowledge. Elemental Conduit Primal Initial Gifts Boosts Skills Special Constitution or Charisma, free Trained in Nature and the Lore of your chosen elemental plane Trained in Spell attack and DC Choose an elemental plane. You gain a Cantrip for that element. Your Power Source gains that elemental trait. When you select Power options of your path, also chose an option for the same resource: Magical Focus (Focus) : After you cast your elemental Cantrip, you gain Focus on you or one target of the spell as a free action. Absorbtion (Focus) : When you take damage of your element or caused by a creature with your elemental trait, you can spend a reaction to gain Focus on you or the target. Magical Recharge (Energy) : Once per minute, after you cast your elemental Cantrip, you recharge 1 Energy as a reaction. You can Empower yourself until the end of your next round with an action that deals 1d4 elemental damage per half level rounded up with a basic reflex save. Basic Shaping (Material) : If you damage  or get damaged by a creature with your elemental trait in your reach or take your elemental damage from a source in your reach and you have a free hand, you can create 1 Material as a reaction. You can Transmute simple elemental motes that make a creature "wear" by succeeding with a unarmed melee Strike or a Grapple. Sympathic Element Initial : You ignore restistance eqal to half your level (min 1) to your element on any target for 1 minute after you Spend a resource (lose Focus or spend Energy). You also do that on any target under the Ongoing effect of your power (that you have Focus or that is affected by your object of power). Feats Mixed Connection Elemental Conduit 1 You have an additional elemental connection. Choose another element. You gain the Lore skill and Cantrip of that element and can use all your features also with the second element. You have to choose which element to use everytime you use a feature. Sheltering Element Elemental Conduit 1 You learned to control your element so that it can protect. When you use Sympathic Element you can replace its effect with giving the target a +1 status bonus to AC against attacks and attckers with your elemental trait and resistance to that element equal to half your level (min 1). Quest for Knowledge Mental Skill Your Power Path choices choose 2 of the following options: Close Inspection Feature 1 Attention Source   When you successfully Seek a creature or attempt to Recall Knowledge about a target, you can gain Attention on that target or yourself. You gain the Ranger's Monster Hunter feat.   Your Attention pool increases by 1. Your Attention pool increases by 1 again if you choose this option a second time. Knowledge is Power Feature 1 Focus   Source   Once per day, when you successfully Track a creature or Gather Information about a creature or location, you gain an additional Focus Point (may exceed your pool size) that lasts for 8 hours. You can only use this focus point in a situation where the creature is present or you are at the researched location.   If you succeed at Track or Gather Information for additional creatures later, you do not gain more focus points but you get more situations in which you can spend the gained focus point.   You refocus by reading or chatting up on current topics or otherwise investigating them.   Your Focus pool increases by 1. Your Focus pool increases by 1 again if you choose this option a second time. Field Samples Feature 1 Ingredient   Source   Your Ingredients are catalogued samples of creatures and objects. Up to 1 minute after you successfully Recall Knowledge about a creature, you can spend an Interact on that creature action to take a sample and refill 1 Ingredient Point.   During your daily preparations, you can create up to you pool size of documented sample collections as a Stable Ingredients.   Your Ingredient pool increases by 1. Your Ingredient pool increases by 1 again if you choose this option a second time. Power Paths Warrior Martial You fight close up and personal. Either with bare hands or weapons. Initial Gifts Key Attribute Hitpoints Perception Saving Throws Strength or Dexterity 10 + Constitution HP per level Expert Fortitute: Expert Reflex: Expert Will: Trained Skills Attacks Defenses Special Trained in your choice of Acrobatics or Athletics Trained in a number of additional skills equal to 2 plus your Intelligence modifier Simple: Trained Martial: Trained Advanced: Trained Unarmed: Trained All armor: Trained Unarmored: Trained - Basic Gifts You are Trained in Warrior class DC. You gain the monk's Powerful Fists feature. Choose 2 Power options: Focused Assault (Focus) : If you have focus on a target, you have either +1 circumstance bonus to AC or to attack rolls on melee, thrown and unarmed Strikes. You can lose Focus on a target to use Flurry of Blows but only against the target. You can use flurry of blows also with finesse or agile weapons. Heavy Blows (Focus) : If you have Focus on yourself, you deal 1 extra damage with melee, thrown and unarmed strikes. The damage increases by 1 at level 6 and every 6 levels thereafter. The damage is the same that the weapon or unarmed attack normally deals. If your power source has an energy trait, you can choose to let the extra damage be that type instead. You can lose Focus and double that damage. Equipment Maintenance (Material) : You can Transmute material into equipment enhancements as a free action. When you do, choose an equipment in your possession. The effect lasts until the end of your turn. If you Transmute empowered during you daily preparations, this effect lasts the whole day. One piece of equipment can have multiple enhancements. Weapon or handwraps: 1 point of extra damage. Same damage type rules as Focused Assault. Weapon or handwraps: Versatile P, B or S trait Shield: +2 hardness Any fundamental rune of your level - 1 or lower. Martial Prowess Initial : Your Proficiencies in simple and martial weapons and unarmed attacks increases to Expert. When you select this, you don't select an option of your source. Feats Brawling Focus Warrior 1 You can lose Focus to gain a +1 circumstance to checks to Trip, Push, Grapple and Reposition. If the Focus is on the target of the check, the bonus is +2 instead. While you have Focus you gain a +1 circumstance bonus to DCs against those checks. If you have Focus on a creature that targets you with such an action, the bonus is +2 instead.  Rushing Charge Warrior 1 Stride up to 2 times and make a Strike. School Mage Arcane You can cast arcane spells. Initial Gifts Key Attribute Hitpoints Perception Saving Throws Intelligence 6 + Constitution HP per level Trained Fortitute: Trained Reflex: Trained Will: Expert Skills Attacks Defenses Special Trained in your choice of Acrobatics or Athletics Trained in a number of additional skills equal to 2 plus your Intelligence modifier Simple: Trained Martial: Trained Unarmed: Trained Unarmored: Trained Trained in spell attacks and DC Choose an Energy option from your Power Source. This gives you 1 Energy Point and the Energy Level progression or that pool size. You gain a spellbook with 5 known Cantrips and 1 known rank 1 spell, all from the Arcane spell list. Every level after the first, you learn an additional spell of up to your rank. Select a magic school of the wizard class. You gain its Focus Spell and learn its spells of up to your rank. Preparation During your morning preparations, you can prepare 1 spell per rank of your school spells into slots. If you cast a prepared spell slot you don't have to reduce your energy level. Cast Slot Spell Mage 1 To cast a slot spell, you have to lower your Energy Level by its rank. Any cost reductions for your Energy Level you have apply. If you cast a slot spell of your rank by lower your Energy Level, you cannot do so again until your Energy Level is completely refilled.   Select 1 Power option: Spell Battery (Focus) : Choose a Focus option from your Power Source. Once per round you can cast cantrips with one less action if you have focus. Once per round you can lose Focus to cast a Focus spell without paying an Energy Point. The target of the Focus has to be one of the targets of those spells or in the area of those spells. Spell Mastery (Energy) : Choose an Energy Option from your Power Source or increase your Energy pool by 1. When casting a slot spell, you can spend an Energy Point to reduce the Energy Level cost by 1. Scroll Mastery (Material) : You can use Advanced Transmute to create 2 scrolls of spells you know per Material used. You can use Quick Transmute to create a spell catalyst for a specific spell. This catalyst can be used Energy Level cost reduction when casting that spell. Basics Resource Pools Focus Focus represents keeping your attention on something. You can steer you thoughts inside and have Focus on yourself. Or you can concentrate on an object or a creature and have Focus on that target. Note: This is an equivalent to PF2 abilities such as Hunt Prey, Panache and Rage. If you don't have put your Focus on anything, you have a full Focus Pool. If you have a Focus pool you gain the following actions: Set Focus 1️⃣ Concentrate   Requirement: You have a Focus Point available   Choose either yourself or a target you can see. You spend a Focus Point and gain Focus on the selected target. You have Focus on the target as long as you are concious and as long as you are aware of it. Lose Focus 🆓 You quit having an instance of Focus on a target you currently have Focus on. You regain a Focus Point.   Special: If an abilitiy requires you to "Lose Focus" to use it, you must choose to lose Focus before you use the ability but you still have any benefits of that Focus instance during the execution. You can have multiple instances of Focus on the same target. If an ability requires you to have Focus on a target it doesn't matter how many instances are on it. If an ability depends on how many instances of Focus are on the target it will explicitly say so. Energy Energy represents your ability to exceed your normal limits for a few moments and accomplish extraordinary deeds. A few times per day you can unleash an even greater surge of power with it. Note: This is the equivalent of PF2's Focus points and to an extend also spell slots All your spent Energy Points refill after a nights rest. If you have an Energy Pool you gain the following activities: Empower 1️⃣ Requirement: You have an Empower charge available Frequency: A number of times per day equal to your Energy Pool size   You increase your inner energy through sheer will or elaborate movements. This action gains your choice of  Concentrate or Manipulate . You spend one Empower charge and become empowered until the end of your next turn. Reenergize You spend 10 minutes meditating. You regain 1 Energy Point. Some abilities require that you spend an Energy Point to use them. If you are empowered and choose to use the Empowered effect of such an ability you are no longer empowered  after using that ability. Material You can infuse some kinds of material with your power, making them usable in more ways than usual. You normally can't use those materials directly but can craft, transform or otherwise change them into helpful items. You can collect and infuse enough material during your daily preparations, refilling your Material Points. Note: This is the equivalent to PF2's infused reagents or other daily free items. If you have a Material Pool you gain the following activities: Quick Transmute 1️⃣ Manipulate   Requirement: You have a Material Point available.   You quickly transmute materials into a powerful but unstable item. You spend 1 Material Point and create one of your infused items. Advanced Transmute Frequency: Once during your daily preparations   You take your time to carefully transmute materials into durable items.  During your daily preparations you create a number up to your Material Pool size of your known infused items. These items are their Stable variant. Infuse You spend 10 minutes collecting and infusing materials. You regain 1 Material Point. Some abilities give you access to potent item recipes. You can only transmute material into items for which you know the Potent Recipes . Complete Scribe title ( Paths of Power ) head ( Power Resources There are some ways to enable the powerful feats your character can accomplish. All these ways use Power Resources - the system that connects Power Paths to their Power Sources. ) Focus Focus represents keeping your attention on something. You can steer you thoughts inside and have Focus on yourself. Or you can concentrate on an object or a creature and have Focus on that target. note ( This is an equivalent to PF2 abilities such as Hunt Prey, Panache and Rage. ) If you don't have put your Focus on anything, you have a full Focus Pool. If you have a Focus pool you gain the following actions: item ( Set Focus :a: Power 1 ; concentrate Requirement You have a Focus Point available Choose either yourself or a target you can see. You spend a Focus Point and gain Focus on the selected target. You have Focus on the target as long as you are concious and as long as you are aware of it. ) item ( Lose Focus :f: Power 1 Requirement: You have a Focus on yourself or a target You quit having an instance of Focus on a target you currently have Focus on. You regain a Focus Point. Special If an abilitiy requires you to "Lose Focus" to use it, you must choose to lose Focus before you use the ability but you still have any benefits of that Focus instance during the execution. ) You can have multiple instances of Focus on the same target. If an ability requires you to have Focus on a target it doesn't matter how many instances are on it. If an ability depends on how many instances of Focus are on the target it will explicitly say so. Energy Energy represents your ability to exceed your normal limits for a few moments and accomplish extraordinary deeds. A few times per day you can unleash an even greater surge of power with it. note ( This is the equivalent of PF2's Focus points and to an extend also spell slots ) | All your spent Energy Points refill after a nights rest. If you have an Energy Pool you gain the following activities: item( Empower :a: Power 1 Requirement You have an Empower charge available Frequency A number of times per day equal to your Energy Pool size You increase your inner energy through sheer will or elaborate movements. This action gains your choice of the Concentrate or Manipulate trait. You spend one Empower charge and become empowered until the end of your next turn. ) item( REenergize Power 1 You spend 10 minutes meditating. You regain 1 Energy Point. ) Some abilities require that you spend an Energy Point to use them. If you are empowered and choose to use the Empowered effect of such an ability you are no longer empowered after using that ability. Material You can infuse some kinds of material with your power, making them usable in more ways than usual. You normally can't use those materials directly but can craft, transform or otherwise change them into helpful items. note ( This is the equivalent to PF2's infused reagents or other daily free items. ) You can collect and infuse enough material during your daily preparations, refilling your Material Points. If you have a Material Pool you gain the following activities: item( Quick Transmute :a: Power 1 ;manipulate Requirement You have a Material Point available. You quickly transmute materials into a powerful but unstable item. You spend 1 Material Point and create one of your infused items. ) hdgshsg Spellcasting Var 1 Per Energy option: 1 Energy Point, 1 Empower charge Var 2 Per Energy option: 1 Energy Point 1 Spell Point per rank if Energy Pool size is 1, 1 Spell Point per level if pool size is 2. Add both progressions if pool size is 3. 1 Pool = 1 + 1/3 level spell points (7 at 20) 2 Pool = 2 + 1/2 level spell points (8 at 20) 3 Pool = 3 + 1/2 level spell points (13 at 20) Lvl 1 2 3 4 5 6 7* 8 9 10 11 12 13 14 15* 16 17 18 19 Rnk 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 Rn- 0 0 1 1 2 2 2 3 3 4 4 4 5 5 6 6 6 7 7 bE 0 1 1 1 1^ 2 2 2 2 3 3^ 3 3 4 4 4 4^ 5 5 2EA 2 3 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 3EA 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12 1 E 1 1 2 2 2^ 3 3 3 4 4 4^ 5 5 5 6 6 6^ 7 7 2 E 2 2 3 3 3 4 4 5 5 5 6 6 7 7 7 8 8 9 9 R1E 0 0 0 0 1 7 7 8 9 9 10 11 11 12 13 13 14 15 15 ^ 1 less, ^^ 2 less, ^^^ 3 less   Per Energy Pool size: 1 Energy Point Energy Level progression up Known Spells: Wizard gains 1 Spell Slot per rank they have per Energy pool size plus 1 School Spell slot per rank they have. Cast A Slot Spell: Reduce your Energy Level by the spells slots rank. If you cast a spell of the highest spell slot you have for that class, you gain a -1 penalty to your until your Energy Level is completely refilled. If your penalty was already -1, it is -2 now.