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 | - |
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 |
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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. |
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| 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 |
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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. |
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| Knowledge is Power | Feature 1 |
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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. |
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| Field Samples | Feature 1 |
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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. |
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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 |
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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 |
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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. |
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