Professional Documents
Culture Documents
Realms of Ethara-Paths: 3 Edition
Realms of Ethara-Paths: 3 Edition
Realms of Ethara-Paths: 3 Edition
3rd Edition
By
Rick (JASON) MINER
Drew Johns
Becky Hines
Special Thanks
This work was a team effort and I couldn’t have done this without them. Thanks to each
and every one of you. I owe you a taco.
Editor,
Becky Hines
Creation Team,
Daniel Probus
Mike Whitaker
Justin Higginbotham
1
Forward
Literature and legend are filled with people who walk their path, step by step, to the
ultimate destination of their journey. Each hero and villain also had a set of skills that
emphasized not only who they were, but what role they played in the world. Much like
Miyamoto Musashi walking the path of the Samurai or Merlin walking the path of the
wizard, player’s characters may walk their own paths. Not all paths are necessarily chosen
by those who follow them. Some are fated, cursed, or chosen by destiny to walk them.
2
Table of Contents
FORWARD.............................................................................................................................................................. 2
TABLE OF CONTENTS.............................................................................................................................................. 3
PATHS .................................................................................................................................................................... 6
4
How this works
Once for every level of your character, you are allowed to buy a tier in a path you meet
the prereqs in. To buy a tier (level) in a path costs ten build points. When you buy the tier, you
get ten points to spend on skills available to your path. What you may buy is listed under the
path you selected. Some skills may only be available at certain tiers of a path. Any points left
over may be reserved and can be spent later but seven must be spent within the same path per
ten used to buy a path level/tier. Also, each path’s maximums only apply to itself except for
exceptions listed under general rules below. For example, if one path allows you to buy two
stealth maneuvers and another allows you to buy three stealth maneuvers you could buy a total
of five stealth maneuvers between the two paths. Remember you only have four maneuvers
per character level.
NOTE: For every even level/tier of a character path, a player may choose a lore
skill that is relevant to that path. If any questions please see plot members.
General Rules
Unless stated otherwise skills bought here must follow the following rules:
1. Meet prereqs found in core rule book.
2. Count as pre reqs for other skills.
3. Are considered a skill unless it states otherwise in the description found in this book.
4. Skills bought here do not modify costs from core rule book but do stack. Example: You
bought a plus one weapon damage from paths and had plus nine weapon damage from
core. You swing plus ten. Your next purchase of weapon damage from core would be
at the plus ten cost.
5. Buying Feats of Strengths in paths. You are limited to whichever path allows you to
buy the most. Example: Defiler allows the purchase of one. Anti Paladin allows you to
buy two. If you had both those paths you could only buy two total. The exceptions to
this rule are Hybrid Form and Rage.
6. Per Tier means in that specific path.
7. Per Tier skills doesn’t necessarily mean you are restricted to only buying one per tier
ever. Example: If you bought one at first tier but didn’t buy one at second tier you could
buy two on the third tier.
8. Weapon damage plus and Back attack plus bought through paths apply toward
maximums listed in core rule book unless otherwise stated.
5
Paths
Available to All Paths:
-May purchase one and only one Rapid Reset Armor at a cost of three per even tier in an
individual path.
-May purchase one and only one from the resist skills per even tier in an individual path.
Resist All 6 A resist versus any effect
Resist Fear 2 A resist to any fear effect
Resist Magic 5 A resist to any magic effect
Resist Physical 4 A resist to any physical effect
Resist Poison 3 A resist to any poison effect
Roll With It 3 Half damage from any attack with a numeric value
Anti Paladin
The evil and neutral Gods’ champions. Anti Paladins defend the faith by seeking to destroy the
enemies of their God. Note that if plot determines you are acting against your God’s interests,
they may take this path away from you. In that case,you may choose to respend your points on
a different path after the current game, or seek to redeem yourself to your God. If you find
redemption you get your Anti Paladin skills back. Redemption is determined by plot.
Prereqs: A Melee Weapon Skill, +1 Weapon Damage, Feat of Strength, and Toughness
6
Arcane Trickster
While any manifestor can tell you that magic is an extremely useful tool, the more roguish
among them can tell you it's a most useful tool in not so clean work. Arcane Tricksters
specialize in mastering magics that help them in their underhanded dealings. Anything from
momentary dominations to get through guards, to massive elemental blasts to cover a getaway
or cause a distraction is possible when it comes to an Arcane Trickster.
Prereqs: Any two between Underworld Skills, Back Attacks, Stealth Maneuvers, Fifth Level
Spell, or +2 Bolt Skill
7
Archer
Unlike many physical combatants, Archers prefer distance over armor for their defense. These
skilled warriors train tirelessly to perfect a pinpoint accuracy while a large strength behind each
arrow to master the art of the bow.
Assassin
The shadows hide many things that everyone fears, from monsters torn from your imagination
to blades wielded by people looking to give you a second smile. Assassins are those people,
wielding silent weapons, they specialize in taking care of problems quickly and quietly.
9
Berserker
Tainted, touched, or disturbed by a force that has made them outcasts to society and the gods.
When their anger is unleashed they are unstoppable foes killing all around them to the detriment
to would be friends.
-Defensive Fighting 3 1
Use only in Rage Skills, must purchase to use (Resets each time you Rage)
Skill Cost Max
-Plus 10 Base Health 1 8
-Feat of Strength 2 2
-Smite Maneuver 2 1
-Cripple Limb Maneuver 1 1
-Shatter Weapon Maneuver 1 1
-Empowered Body 8 1
-No effect to Corruption Sphere 5 1
-No effect to Confinement Sphere 5 1
-Plus two Weapon Damage 6 May buy one per hand
-Endurance 3 1
-Fast Movement 2 2
10
Clerics
All Gods reward those who worship them and help them to provide for their interests in temples
and in the streets. There are some who go one step further and become devout Clerics and are
by their God. Those chosen to be Clerics are given powerful holy magic, and become leaders in
their religion often establishing and always maintaining places of worship for those they follow.
These characters will almost always wear or utilize the iconography of their Gods ranging from
using weapons associated with them, to prominent placement on their clothing. Note that if plot
determines you are acting against your God’s interests, they may take this path away from you.
In that case, you may choose to respond your points on a different path after the current game
or seek to redeem yourself to your God. If you find redemption, you get your Cleric skills back.
Redemption is determined by plot.
All Clerics Prereqs: Fifth Level Spell OR a Bolt Skill. Must pick a main God that they draw
their power from.
*First tier Cleric gets seven skill points, they get the normal ten for any subsequent tiers.
All Clerics may cast resurrection rituals if they have the appropriate spell slot to use.
You have one of the three following types dictated by which God you choose.
Cleric of Light
-May not willingly have Defile Spell cast on them.
-Superior Healer for 6. Max: 3, One per tier.
Cleric of Darkness
Restricted Paths: Other Clerics, Paladin
11
All Cleric Skills Cost Max
-1x Resist Magic
-OR- 0 1
1x Resist Physical
-Master of Life and Death 6 3, One per tier
-Favored Weapon 4 1
-Healing Word 5 5, One per tier
-Prayer 2 5, One per tier
-Faith 1 1
-Plus 2 Damage to Bolt Skill(s) 6 1
-Plus 10 Base Health 2 3
-Master of the Soul 4 3, One per tier
-Direct Maneuver 3 3, One per tier
-Channel Maneuver 3 3, One per tier
-Empower Maneuver 3 3, One per tier
-No effect to Enchantment Sphere 10 1
-OR-
No effect to Corruption Sphere
-Battle Cleric See Skill 1
-Weapon Barrier Spell 1 1
12
Defiler
Champions of neutral and evil Gods. Defilers use a combination of melee and spells to further
their cause. Note that if plot determines you are acting against your God’s interests, they may
take this path away from you. In that case, you may choose to respond your points on a
different path after the current game or seek to redeem yourself to your God. If you find
redemption, you get your Defiler skills back. Redemption is determined by plot.
Prereqs: A Melee Weapon Skill, +1 Weapon Damage, Feat of Strength, and Toughness
13
Dhampyr
These beings are half vampire half their normal race. They are said to be created through many
ways including birth between vampire and mortal, certain magic, and other weird experiments.
They share some of the strengths of a vampire and without all of the weaknesses, but they are
not as powerful as a full vampire. Some hate their undead half and some embrace it. When you
pick this path you must choose one of the sub paths, may only choose one. Must pick one
flaw from the list below.
Restricted paths: Undead, Were Creatures. May only have one Dhampyr path.
Flaws:
Sunlight Weakness - During daylight (6am-6pm), character has -6 body
Undead Weakness - Undead body
Thirst for blood - Character has -6 body starting at 6am every day until they feed on someone’s
blood once for the day.
14
Dhampyr of Strength
Restricted paths: Undead, Were Creatures, and other Dhampyr paths.
Prereqs: +1 Weapon Damage and Feat of Strength
Dhampyr of Shadow
Restricted paths: Undead, Were Creatures, and other Dhampyr paths.
Prereqs: +4 Back Attack
15
Dhampyr of the Mystics
Restricted paths: Undead, Were Creatures, and other Dhampyr paths.
Prereqs: Fifth Level Spell
16
Eldritch Warrior
Both magic and metal have effective ways to get their points across. There are some who like to
diversify to be able to communicate with both. Eldritch warriors are individuals who master both
worlds and use both to great effect.
17
Master of Magic
Just as many people master the art of the blade, there are those who would master the Arcane
arts. Masters of Magic seek and perfect as many of these arts as possible, honing them to be
just as fine as any blade.
18
Master of Stealth
Anyone can sneak around hoping not to be spotted as they do their unseemly deeds. Living in
the shadows are the rare few who master this art of cunning, stealth, and surprise. They often
end up gathering and selling secrets gleaned through their art or competing with assassins to
see who can be more at one with the shadows.
19
Merchant
For some, life is not all about fighting, robbing, spells, or tomb raiding; It is about making money.
Restricted Paths: None
Prereqs: Evaluate Item or a Production Skill
20
Nature Caster, Shamans and Druids
The untamed lands hold many secrets that can be learned by just listening to the whispers of
the spirits that dwell there. These secrets allow Nature Casters to call upon the power of the
spirits and nature to use in their dealings.
21
Necromancer
All manifestors start their journey with a single path of magic and branch out from there, gaining
new understanding as they grow stronger. Necromancers have taken their time to branch into
the dark arts of manipulating death. While the study is illegal in many places, the call of power
is enough to disregard any warnings against the practice.
22
Paladin
The good and neutral Gods’ champions. Paladins defend the faith by seeking to destroy the
enemies of their God. Note that if plot determines you are acting against your God’s interests,
they may take this path away from you. In that case, you may choose to respond your points
on a different path after the current game or seek to redeem yourself to your God. If you find
redemption, you get your Paladin skills back. Redemption is determined by plot.
23
Ranger
The forest holds many surprises for a great many people. Without knowledge of what awaits or
even basic survival skills, many people would be unable to travel from place to place in
Remlick. Rangers not only call the forest their home, but are expert hunters able to track down
even the most wily and stealthy foes.
24
Shield Master
These combatants specialize in the art of the shield. These stalwart individuals work tirelessly
to be the immovable object to all overwhelming forces.
25
Slayer
Experts at hunting their prey, often hired for their expertise in tracking down and slaying certain
pests. Sometimes Slayers are known to hunt a specific race; When this happens, their name is
spoken of with infamy, fear, and even hate among that race.
26
Striker
Those who use weapons to bring down their foes quickly.
Restricted Paths: None
Prereqs: A Melee Weapon Skill, +1 Weapon Damage, Feat of Strength, and Toughness
27
Swashbuckler
There are a great many times that strength is not only unnecessary, but over rated! Being able
to parry and avoid brute strength is a long and dedicated path. Those who would rather
emphasize speed and finesse over brute strength walk the path of the Swashbuckler.
28
Templar
Champions of good and neutral gods that use a combination of might and magic to defend the
faith. Note that if plot determines you are acting against your God’s interests, they may take this
path away from you. In that case, you may choose to respend your points on a different path
after the current game or seek to redeem yourself to your God. If you find redemption, you get
your Templar skills back. Redemption is determined by plot.
29
Undead
Whether Undead by choice or cursed with it, most are evil and considered enemies of
the living. Being Undead quickly corrupts and twists your soul, driving you to darkness and for
some, insanity. On rare occasions you will find Greater Undead that have managed to keep
hold of their “humanity.”
There are times where the promise of power and the fear of death intertwine to create
people willing to do whatever is necessary to gain the freedom offered by and from both. The
Undead are beings who, by their very nature, feast on the essence within each person in order
to survive. Each Undead is created with a secret and painful ritual where their soul is removed
from their body and changed into a power source to fuel their new existence. Devout followers
of both the Chaos God: Neshtat, and the Dark God: Norrick, have specific rituals to recreate
their followers in their images. These beings are usually pale in their natural state and tend to
wear darker colors, with followers of Neshat often donning a prominent piece of silver clothing or
an accessory to denote their worship.
To follow an Undead path, you must be placed on that path by another. To become a
Lich, Death Jester, or Death Knight requires a ritual. To become any of the Vampires requires a
Vampire to turn you. You are under the control of the one that created you unless you take a
death on your character sheet. That master may free the slave from his control by stating “I set
your will free.”
30
Death Jester
For most, death is a somber affair as loved ones pass and heroes can no longer save the
people they are sworn to protect. After gaining their undead immortality, Death Jesters exist on
with a crooked smile. When they are around, their unholy cackling can drive even the most
stalwart of individuals to the brink of insanity.
Death Knight
A majority of Undead are created with a purpose and without the majority of their free will intact.
Death Knights are most often created as either protectors, or as beings questing for a certain
purpose as powerful warriors who are able to utilize their Undead strength to its maximum
potential and gain that free will through cunning, extreme service, or a benevolent master.
32
VAMPIRES enter death count after a three count if exposed to direct sunlight. To allow
player characters to play during daylight hours we have included the Day Walker skill for
free; You are ascended after all. Vampire Dominate and Superior Dominate don’t work
during daylight hours. Of course you’re welcome to come NPC instead. For simplicity,
daylight hours in-game will be 6am to 6pm.
33
Vampire of the Fang
These Vampires learn to use their power to conquer their foes in combat.
Restricted Paths: All other Undead, Were Creatures, Dhampyr
Prereqs: A Weapon Skill, +1 Weapon Damage, Feat of Strength, and Toughness.
Skill Cost Max
-Plus 10 Base Health 2 8
-Feat of Strength 5 3, One per tier
-Vampire Feeding 2 1 and MUST PURCHASE
-Vampire Dominate 4 3, One per tier
-3x Superior Dominate 1 3, One per tier
-Fast Movement 3 4
-Dodge Maneuver 3 2, One per tier
-Smite Maneuver 3 4, One per tier
-Fury 2 4, One per tier
-Plus one on Battle of Wills rolls 1 1
-Day Walker 0 1
-Drain Life/Weapon 10 1
-Onslaught 7 3, One per tier
35
Use only in Hybrid Form Skills
(These reset each time you enter Hybrid form, must purchase to use)
Skill Cost Max
-Plus 10 Base Health 1 4
-Smite 2 1 per tier
-Cripple Limb Maneuver 1 1 per tier
-Shatter Weapon Maneuver 1 1 per tier
-No effect to Confinement Sphere 5 1
-Tracker 1 1 per tier
-Body Weaponry, Normal 2 1
-Endurance 3 1
36
Skill Definitions
Apprentice Prereq: A Production Skill
You hire an Apprentice to assist you. May pay one gold to get an extra five production points in
a production skill you have. Max of five times per game day.
37
Bolt Skill plus Prereq: Two 5th Level Spells
A bolt skill plus adds the number listed to any bolt skill(s) the user may have. If the user has no
bolt skills he may now have a base +2 from a type he has the prereqs for.
Channel Master Prereq: A Melee Weapon Skill & 5th Level Spell
May add Direct to all spells you Channel.
Creature List: Aberration, Animal, Construct, Dragon, Fey, Giant, Goblinoid, Humanoid,
Magical Beast, Monstrous Humanoid, Ooze, Orkoid, Outsider, Plant Creature, Reptilian,
Shape shifter, Undead, Vermin
39
Dear Friend Prereq: None
Every time this skill is purchased, you nominate one character to be a Dear Friend (This must
be approved by Plot, giving a reason as to why this person is to be considered your Dear
Friend). You will not attack this person in Rage. If a Dear Friend enters any phase of Death
Count, you will go into Rage, first attacking the one that put them into their Death Count (Control
cannot be used). If you feel a Dear Friend is no longer dear to you, you may treat them as you
will and re-nominate a new Dear Friend at a later appropriate point.
40
Drain Life/X: Prereq: By “X”
“X” is weapon or spell. Whenever character puts someone into any phase of death count or
dropped to zero health with one of their “X”, he gets five health to a max of twenty over their
health total. Any health over their normal total is temporary, is lost first in the event of taking
damage, and cannot be “healed.”
41
Fear Aura Prereq: 4th Level Character
Having this skill will require some bookkeeping. Voice radius call “Fear Aura” followed by your
character level. Opponents lower level than what you call, you shy away from you. They must
be out of melee range and may only engage you with Ranged Weapons and/or spells if you
engage them with a form of Ranged Combat. Even allies have to use one save to come near
you unless they are equal to your Fear number called or have been allied to you for at least a
year. If you are dropped to zero, put into any phase of death count, or incapacitated, your Fear
Aura goes down. Encounter length for anyone affected.
Saves Allowed:
-Resist All
-Resist Fear
42
Hybrid Form Prereq: None
Upright bipedal form that resembles your chosen Were Creature type. Your character is still
recognizable in Hybrid Form. While in Hybrid Form you will attack all unless you use a Control.
Every time you Hybrid Form you get everything you have bought from Hybrid Form. If you
bought extra Health and/or Endurance, your Base Health would go up. Once your Hybrid Form
goes down any health you have over your non-form base is lost. Hybrid Form lasts for an
encounter. Turning into and out of Hybrid Form is a three count action and painful. “One I turn,
Two I turn, three I turn, type”, to turn into. “One I turn, Two I turn, Three I turn, out of form.” to
turn out of.
May only create a Focus for yourself. May only have one of these created at a time. Five
minutes concentration.
43
Magic Storm Prereq: None
For duration of one encounter per use, call +5 the numeric value for your Bolt Skills and Spells
that have a numeric value and are used to attack an opponent. Allows damage over max listed
in Core rule book.
44
Nature Bolt Storm Prereq: Nature Bolt Skill
For one encounter you call double damage for your Nature Bolts.
45
Phylactery Prereq: None
Character’s soul is bound to a bottle for Death Jester, Death Knight, or Lich. Vampires
get a coffin. (Plot Determined)
Current number of lives upon obtaining are bound in the bottle. A non ascended
character/npc would now have ten life blocks.
25 percent chance of no death marked on sheet.
Auto resurrection at bottle and a death is marked; Character permanently dies when no
more “deaths” are open. You resurrect yourself with this.
No chance of resurrection curse.
Sense if the bottle is disturbed
Glyphs may be cast upon bottle
The physical representation for this must be approved by plot. Nothing smaller than a
cigarette box will be approved.
May Teleport to bottle following Teleport Spell rules, except material cost for the caster/
bound character is 5 essence.
If the Phylactery is destroyed character is permanently killed.
Prereq: Must have Greater Undead and spend 1 essence.
46
Regeneration/X: Prereq: None
The “X” is for whatever damage type stops the Regen. Regen can be called at anytime, one
minute count. During the count you take no further effects unless you are killing blowed by “X”,
which interrupts it and puts you in Third Phase of Death Count. Once killing blowed by an “X”
trait, you cannot use a Regeneration again until an in-game effect brings you to above zero
health. You are unaware of your surroundings during the count. Full Health and all physical
status effects are cured. Also, any damage taken from “X” damage type is doubled. That is
taken, not called. Things like Roll With It and Damage Reduction would apply before the
doubling of the damage.
47
Sense the Unnatural Prereq: None
At plot discretion, you sense if there is Undead, Corrupted Were Creatures, or Outsiders in your
area. Plot may notify you that your character gets a “sense” and/or you may ask plot yourself.
48
Stealth Maneuvers Prereqs: See Below
Stealth Maneuvers bought through Paths have the same prereqs as they do in the Core
rulebook including number allowed to be purchased.
Stealth Maneuver Prereq
Assassinate A Weapon Skill
Dodge None
Evade None
Hamstring A Weapon Skill
Knockout A Weapon Skill
49
Undead Body Prereq: None
Reverse healing, harmed by healing spells and effects. Healed by Inflict Spells and
effects
Immune to Poison
No effect to Knockout
No effect to Corruption Sphere spells and effects, except may have Defile cast upon
them
Animals shy away
Weapon Barrier Spell Prereq: Fifth Level Spell Universal Sphere Spell
Spell Level: 3 Target: Self only Duration: Until end of next encounter
Grants target a Damage Reduction of three. Requires a level 3 spell slot to use. Target may
only have one of these cast on themselves at a time. This is stackable with all other DR and is
subject to the maximum DR of ten.
o Incant: “I grant myself Weapon Barrier”
50
Weapon Damage Plus Prereq: A Weapon Skill
A Weapon Damage Plus bought through a Path works just like it does in the Core rule book.
51