Power Sources and Paths

Rules

Power Sources (PS) and Power Paths (PP) replace P2e's Background and Class

If you choose a Power Option for your Path and it has a resource trait/hint, also choose a Power Option for that resource from your Source.

Most Sources have associated damage types that abilities can use.

Futureproofing: The "Initial" trait markes options that can only be selected at first level with the Source or Path as your main choice (not via archetypes).

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 Primal Cantrip for that element as an innate cantrip and two associated damage types. Your Power Source gains that elemental trait.

Element Cantrip Associated Damage Types
Fire Ignition fire, cold
Air Slashing Gust slashing, bludgeoning
Water Spout bludgeoning, cold
Earth Scatter Scree bludgeoning, acid
Wood Timber piercing, poison
Metal Live wire slashing, electricity

When you select Power options of your path, also chose an option for the same resource:

Sympathic Element Initial A: Target: a creature in your reach. You ignore restistance equal to half your level (min 1) to your one of your elemental damages on that creature for the next minute. Special: If you hit a target with your elemental cantrip or a target fails its save against it, you can use Sympathic Element on the target as a reaction.

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 one of the assiciated damage types. You can use all your features also with the second element. You have to choose which element to use everytime you use an ability.

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 resistance to your elemental damage equal to half your level (min 1). You can use the Raise A Shield action to gain a +1 circumstance bonus to AC against the target.

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:

Full Attack A Warrior 1

Defocus

 

Make a Strike against a target you have Focus on then make an finesse or agile unarmed Strike against it. If the first Strike was with a 1-handed weapon or unarmed attack, the additional Strike can also be with one of those instead.

Furious Attack A Warrior 1

Defocus

 

Make a Strike. The damage from Heavy Blows is doubled on this Strike.

You gain the following action:

Arms Ready A Warrior 1
You Quick Transmut to enhance a weapon, handwraps or shield. Then Strike with the affected weapon or an unarmed attack or Raise Shield with the affected shield.

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.
Material Break Warrior 1

Prerequisite: Equipment Maintenance

You can select feats that require a Focus pool even if you have none. Having an enhancement on an item counts as having Focus to use abilities that require it. You can end an enhancement on one of your items as a free action in place of losing Focus.

You don't count as having Focus for any other bonusses for having an enhanced item though. 

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:


Revision #15
Created 2026-04-04 19:23:56 UTC by Philipp
Updated 2026-10-08 12:32:54 UTC by Philipp