Path of Piety

This page will detail the Talents and Abilities available to those who choose the Path of Peity.

General Path Rules
Each Path is divided into Tiers (usually 7). Anything from the first Tier is usually taken at Character Creation and thus uses one of the 3 Talents they receive at the beginning. However, each Talent is still listed with an Experience Cost (under Cost). This is how much the Talent will cost in XP after creation, if the player wishes to gain that Talent.

Weapon or Skill Checks
Some Talents call for a Weapon Skill Check or some other Skill Check. In these cases, a TN is listed and it is treated as any other Tested roll, meaning you take your number of dice and total the dice shown to try to meet or exceed the TN provided.

Talent Description
Each Talent follows a basic template, here is what each section means.

(Name of Talent) -- Self Explanatory

Prerequisites: This will list any Prerequisites for the Talent (usually other Talents, but sometimes skills). ALL Prerequisites must be met before the Talent can be taken.

Type: This will be the Type of Talent and it is only Passive or Active.


 * Passive Talents are those that are always active, or providing some sort of bonus continuously.
 * Active Talents are those that need some sort of Action taken in combat (or sometimes out). How many actions are explained in the description.

Description: This is the meat of the Talent, what it does and how it works. All TNs, rules, number of Actions and anything else will be described in this section.

Tier 1
These are the talents included in the First Tier of the Path of Piety.

Vows

Prerequisites: None

Cost: 10 XP

Type: Passive Description: Whether it is their priestly vows or their Hippocratic Oath, the healer takes this vow to help the sick, tend the wounded, and protect the faithful. This Ability gives the Healer the ability to channel magic energies and therefore, cast spells. They now gain the Skill Thaumaturgy. It is progressed normally and has the following Specializations: Ministration, Protection, Retribution, Abjuration, Necromancy, and Divination. The Thaumaturgy skill now becomes a Broad Skill. All Specialization rules apply. A Healer adds his Wisdom Attribute to the Broad Skill Thaumaturgy.

Divine Blessing

Prerequisites: Vows Talent

Cost: 10 XP

Type: Passive

Description: This Ability allows the Healer to split his concentration more easily. They may cast any spell as a “Sustained” spell and the Mage may use this Ability in conjunction with sustaining the spell so they can continue to cast other spells.. However, any DOT, direct damage spell, or damage spell of any kind that is “sustained” cannot be used with this Ability, only Buffs and De-Buffs. This Ability gives a general +2 to the Recoil of a number of sustained spells equal to 1/4 the ranks in the Thaumaturgy Skill. So, a Healer with 8 ranks in his Thaumaturgy skill can Sustain 2 spells at +2 to each Spell’s recoil (effectively reducing total accumulated recoil for the round by 4).

Ritualism

Prerequisites: Vows Talent

Cost: 10 XP

Type: Passive

Description: With this ability, the Healer can gather other faithful with the same talent to lend power to the spell they all cast. First, the spell must be from a single Specialization. Second, it must have a lasting and/or permanent effect. The most common spells of this type will either be from Abjuration, as in expelling the dead, undead, evil spirits or otherworldly being (demons mostly) and Protection as in the casting of various blessings or twisting fate so that it affects entire populations. Divination is also another common ritual looking to find some lost object or being. Regardless of spell, you need at least 3 casters with the same talent, i.e. Ritualism. Once done, they decide on the spell. Consult the chart below with TNs appropriate to the spell’s power.

As you can see the TNs are pretty high. There are two ways to go about achieving these. First, more people. To reach the TN is a normal Tested roll, which means a total of all the dice. The more people you have contributing to the total dice, the better the chance to succeed at the TN. Second is time. For each hour spent in ritual, you can add +5 to the total. This is not +5 for each person, this is +5 overall. Combine the two together and the high TNs are not so bad.

Those who choose either Priest/Cleric or Inquisitor have an additional outlet, they can use the power of prayer. However, since it is the "unwashed masses" praying and not trained, divinely connected individuals, it takes more. For every 100 you have praying at once, you can either get a +5 to the TN or subtract an hour from the time.

Conduit

Prerequisites: Vows Talent

Cost: 10 XP

Type: Passive

Description: With this Ability, the Healer gains 1.5 his Wisdom bonus to all spell damage and healing. Also, they can add 1.5 times their Wisdom when calculating resistance to their spells (non-damaging only).

Tier 2
These are the talents included in the Second Tier of the Path of Piety.

Priest/Cleric

Prerequisites: Divine Blessing, Ritualism or Conduit Talent

Cost: 15 XP

Type: Passive

Description: The Healer devotes himself to one deity. Once done, they may choose to receive a +2 bonus to all rolls involving one of the 6 Specializations under Thaumaturgy. This relates to the type of god they follow. For example, a god of agriculture would apply the bonus to the Specialization Protection (as it relates to crops and such). A god of war would apply the bonus to Retribution. A goddess of love would apply the bonus to Ministration, and so on. However, they also receive a –1 penalty to one of the other 5 Specializations they did not choose. This represents their chosen god/goddess' opposite.

Combat Medic

Prerequisites: Divine Blessing, Ritualism or Conduit Talent

Cost: 15 XP

Type: Passive

Description: The Healer following this path may ignore recoil after the first spell cast to heal a fellow party member, but only while in combat. The first spell builds recoil normally, but any Ministration spell cast after that on himself or any party member builds no further recoil. Any other spell they may cast does, however, build recoil normally.

Shaman

Prerequisites: Divine Blessing, Ritualism or Conduit Talent

Cost: 15 XP

Type: Passive

Description: This is a pracitioner of Shamanism. Normally they would be the spirtiual guide for a population, and in most cases they still will be. However, for game purposes, they are specialists in Necromancy, the Specialization not raising/controlling the unquiet dead. Instead, they use Necromancy to commune with the spirit world, find guidance, and pass this along to their people or companions. Once this path is taken, the Shaman receives a +2 bonus to all rolls involving the Necromancy Specialization. Additionally, the Shaman is so adept at communing with the Spirit World, any spells involving communing with the dead receive a +2 bonus success to their roll. Because of their focus on Spirit commununion, the Shaman is restricted from Abjuration Specialization. Also, they receive a –1 penalty to all Retribution Specialization rolls.

Inquisitor

Prerequisites: Divine Blessing, Ritualism or Conduit Talent

Cost: 15 XP

Type: Passive

Description: Where the Priest or Cleric seeks to bring peace and enlightenment to their congregation, the Inquisitor seeks to enforce the laws of their Deity, usually violently and regardless if you follow and/or believe in their deity. Like the Priest/Cleric, they choose a deity and a Specialization to apply their -1 to. However, they will only apply their +2 bonus to the Specialization Retribution.

Tier 3
These are the talents included in the Third Tier of the Path of Piety.

Ranged Healing

Prerequisites: Priest/Cleric, Combat Medic, Shaman or Inquisitor Talent and Thaumaturgy at 4

Cost: 25 XP

Description: This is where the Healer excels. Instead of being a Touch only range, the Healer with this ability may use the Ministration Specialization and any other beneficial spell from Protection as a ranged spell. The range increment for all these spells is 40. The Area of Effect for these spells is now Ray and Radius. However, when the radius option is chosen the center of the circle must be set on the Healer himself. Only those caught in the radius will be healed and only those friendly to the Healer.

Warding

Prerequisites: Priest/Cleric, Combat Medic, Shaman or Inquisitor Talent and Thaumaturgy at 4

Cost: 25 XP

Description: This ability allows the caster to protect a number of party members from any malevolent magic. Before any spells are cast, the Healer makes a Thaumaturgy roll at TN 30. If successful, the caster and his party may add +1 to any save they must make as a result of a magic spell. If they are making a standard save vs. Consciousness or Death because of damage taken, this bonus does not apply. Additionally, for every 3 they roll over 30, the Healer may add an additional +2 to the bonus. For example, if the Healer rolls a 39, then the bonus will be +6. The Mage may effect a number of party members equal to half his Thaumaturgy skill.

Divine Power

Prerequisites: Priest/Cleric, Combat Medic, Shaman or Inquisitor Talent and Thaumaturgy at 4

Cost: 20 XP

Type: Passive

Description: With this ability, the caster may use their Wisdom bonus as a Penetration rating for their damaging spells. This is handled just like the Penetration rating on a weapon, i.e. the rating (or their Wisdom bonus) is subtracted from the target’s Armor Rating making the armor ignore less of the damage. Two other uses for the spell is adding more to their resistance TN and directly adding to healing done.

For the addition to the TN, simply add half of the character’s Wisdom bonus to the calculation for their spell resistance TN. This stacks with the bonus from Conduit, thus giving them the opportunity to have 2 times their Widsom bonus calculated.

For adding to the healing total, they add their Wisdom bonus gain, essentially gaining their Wisdom bonus x2. This stacks with the 1.5 bonus from Conduit (essentially bringing the total multiplier to x 2.5, not 3.5).

Anatomical Study

Prerequisites: Priest/Cleric, Combat Medic, Shaman or Inquisitor Talent and Thaumaturgy at 4

Cost: 20 XP

Type: Active

Description: Through daily study and meditation, the Healer opens his channeling abilities and healing spells come easier and soothe better. Whenever the Healer wakes up for the day, if he spends at least 2 hours studying, he may make a Thaumaturgy roll at TN 30. If he succeeds, then until he sleeps again or eighteen hours has passed—whichever comes first—he gains a +4 bonus to his spell casting and to the total damage healed by any heal spell they may cast. For every 4 they roll over 30, they may add an additional +2 to the bonus.

Empower

Prerequisites: Priest/Cleric, Combat Medic, Shaman or Inquisitor Talent and Thaumaturgy at 4

Cost: 20 XP

Type: Active

Description: With this ability, the caster can increase the power of any spell they cast by making it last longer or cause/heal more damage. Everything happens in quarters, halves, or doubles, meaning how much the spell will be increased by. First the character must make a Thaumaturgy skill roll at TN 30. A success will increase the spell by a quarter power (either x 1.25 to damage or duration). A TN of 35, will increase it by half or 1.5 times the damage or duration. A TN of 40 will double the damage or duration.

The character must choose the TN before they roll and are set at powering it to that level regardless of the final result. For example, if the character chooses to empower the spell by half, then they will need to roll a TN of 35. If they rolled a 44 after everything was totaled, they still only empower the spell by half though they have met the TN for double. Also, before the spell is cast, the character must declare if they are empowering the damage/healing or duration. Of course, on damaging or healing spells, since most are instant, only damage or healing can be empowered. Likewise, for non-damaging spells, only duration can be empowered. However, on Damage over Time or Heal over Time spells, the character must choose which one they are empowering.

If they choose to empower the damage or healing, multiply the number of dice by the appropriate level (1.25, 1.5 or 2) and round up. So, if their spell normally does 3d6 and they choose 1.25, they will roll 4d6 (at 1.5, 5d6, and at 2, 6d6). If they choose duration just multiply the time, regardless of increment, by the number and round up. So, something that lasts 3 actions will last 4 at 1.25. Something that lasts 5 minutes will last 8 at 1.5. And so on.

Finally, empowering a spell, regardless of what is empowered, causes double the Recoil, so their next action in the round will have double the normal Recoil applied.

Tier 4
These are the talents included in the Fourth Tier of the Path of Piety.

Spell Familiarity

Prerequisites: Ranged Healing, Empower, Perforation or Warding Talent

Cost: 25 XP

Type: Passive

Description: With this Ability, the caster selects a specialization under Thaumaturgy. Once done, the character can reduce the Recoil for any spell cast with that specialization by 2. Thus, if the spells from that Specialization would normally have a Recoil of 4, it is now 2. This can only be taken once and apply to one Specialization.

Expand

Prerequisites: Ranged Healing, Empower, Perforation or Warding Talent

Cost: 25 XP

Type: Active

Description: This is like Empower, but instead of affecting damage or duration, it affects range or area. All the same TNs apply as they do in Empower. Also, before the spell is cast, like with Empower, the character must declare if they are expanding the range or the Area of the spell.

Instant Ministration

Prerequisites: Ranged Healing, Empower, Perforation or Warding Talent

Cost: 25 XP

Type: Active

Description: With this spell, the character has a chance of casting a free Ministration spell. Any time they roll a 6 on their exploding dice and the following roll is also a success, they can cast as a free action (no Recoil, no Action cost) a spell from the Ministration specialization. This free spell cannot be empowered, expanded, or modified in any other way--just the base Ministration spell and healing. They must still roll the spell normally to see if it was successful. Otherwise, as mentioned, there is no Action cost and it does not build any additional Recoil. The initial spell does build Recoil and it does apply to this “free” spell, but no more Recoil is added for any following action.

Instant Retribution

Prerequisites: Ranged Healing, Empower, Perforation or Warding Talent

Cost: 25 XP

Type: Active

Description: This is exactly like Instant Ministration, but it applies to a damaging Retribution spell.

Tier 5
These are the talents included in the Fifth Tier of the Path of Piety.

Healing Surge

Prerequisites: Spell Familiarity, Expand, or Instant Ministration/Retribution Talent and Thaumaturgy at 6

Cost: 30 XP

Type: Active

Description: This Ability allows the Healer to channel many times more the normal amount of energy into a specific healing spell. This is a Charged Ability. The Healer must spend 3 Actions focusing the energies. He may take no other actions, but he may defend normally. Then, the Healer makes a Thaumaturgy skill check at TN 40. If they succeed, the next healing spell they cast at the end of the 3 Actions will heal the maximum damage. The healed damage of the spell is determined initially in the standard way following all rules for casting spells and setting damage. Once the amount of healed damage is set and the Healer successfully casts the spell, the spell receives a sudden surge of energies and causes max healing to the spell’s Area of Effect.

Wrathful Surge

Prerequisites: Spell Familiarity, Expand, or Instant Ministration/Retribution Talent and Thaumaturgy at 6

Cost: 30 XP

Type: Active

Description: This Ability works just like Healing Surge, but for a damaging Retribution spell. A spell used in conjunction with this Ability cannot be countered and dissipated via Counterspelling.

Clarity

Prerequisites:  Empower and Expand, plus Spell Familiarity, or Instant Ministration/Retribution Talent and Thaumaturgy at 6

Cost: 30 XP

Type: Passive

Description: With this ability, the character has a chance of Empowering or Expanding their spell instantly. Any time they roll a 6 on their exploding dice and the following roll is also a success, they can apply either the Empower talent to the spell or the Expand talent, not both. When they are able to do so, they apply the effects for Empower or Expand without having to roll if they choose the lowest level (the x1.25) automatically. They can choose to do either the x1.5 or x2, but will need to roll normally.

Tier 6
These are the talents included in the Sixth Tier of the Path of Piety.

Regain Focus

Prerequisites: Healing/Wrathful Surge or Clarity Talent

Cost: 35 XP

Description: Through a series of mental exercises, the caster has gained the ability to regain his focus and shrug off the ill effects of spellcasting. First the caster makes a Thaumaturgy skill check at TN 40. If successful he ignores all recoil accumulated from casting spells ONLY for the next 6 actions. Any recoil accrued from using weapons or fighting unarmed does not get removed. It may one be performed ONCE per combat, but can be reset by any other Talent that resets one-time-use Abilities.

Divine Intervention

Prerequisites: Healing/Wrathful Surge or Clarity Talent

Cost: 35 XP

Type: Active

'Description: With this ability, the caster entreats upon his Deity for intervention and the deity replies. They do so by creating a series of seemingly unrelated events that all revolve around the caster not being harmed. First, he must roll an Thaumaturgy roll at TN 30. If successful, he is immune to attacks for 2 Actions. Enemies will still try to attack him, thinking they can hit him, so any opponent the character is engaged with, will continue to fight him, but just not hit him. The character may make his normal number of attacks or spells granted to him, but may make no special Ability attack, only normal attacks or spells. For every 5 the character rolls over TN 30, they may add another Action of immunity. This Ability can only be used ONCE per Combat but can be “re-set” by Second Wind.

Tier 7
There is only one talent included in the Seventh Tier of the Path of Piety.

Permanency

Prerequisites: Regain Focus or Divine Intervention Talent

Cost: 35 XP

Type: Active

Description: The Healer at this point is so practiced that some spells are permanent. This Ability allows the Healer to cast and make permanent the effects of a number of spells equal to 1/4 his Thaumaturgy skill (Rounded down). The spells must either be a Buff spell that affects the personal area of the Healer, not a direct De-Buff spell. Unfortunately, it cannot be the a healing spell. For example, the Buff spells Enhance (attribute) from the Protection Specializaiton, 6th Sense from Divination, and Armor from Protection as well, are good choices for Buff spells. For Healers with a bit more sinister personalities, Fear from the Abjuration specialization cast in a small radius (say 1m or so) around them, unnerving those who get too close, would be acceptable.