The Fivefold Path

To Walk the Ways of the Immortal Sages

Paths

I Strength

II Knowledge

III Protection

IV Heroism

V Travel

Skills: Acrobatics, Athletics, Crafting, Resolve, Tactics

Ritual Weapon: Staff, Unarmed

Avatar: Immortal Sages

Alignments: Knowledge, Protection

Opposed Alignments: Deceit, Destruction

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Followers of the Fivefold Path believe in the power of ‘Ki’ - literally the world itself, a power that manifests in all living things. They worship no gods, but instead revere the Immortal Sages, who guide the living on the proper path of harmony and balance with the world.

Branches of this unusual religion can be found as far west as Eosium, but the home of the faith is be to be found in the eastern land of Xinjou.

PATH OF STRENGTH

Strength I: You gain a +5 bonus with Athletics checks.

Strength II: You may cast Brawn I (Strength or Constitution) twice per scene.

Strength III: Your Size increases by 1 category (max. Large).

Strength IV: You gain Unarmed and Natural Attack Resistance 4.

Strength V: Your Strength score rises by 4.

PATH OF KNOWLEDGE

Knowledge I: You gain a +5 bonus with Knowledge checks.

Knowledge II: You may cast Detect Emotions and Insight once per scene.

Knowledge III: Choose one Alignment skill. Your maximum rank in that skill increases to your Career Level + 8.

Knowledge IV: You may cast True Seeing and Tongues II once per scene.

Knowledge V: Your Intelligence score rises by 2 and you may cast Hindsight once per scene.

PATH OF PROTECTION

Protection I: You gain a +5 bonus with Notice checks.

Protection II: You gain an insight bonus to Defense equal to your Protection Step. You may also cast Shield Other once per scene.

Protection III: You may cast Glyph of Protection I and Resilient Sphere I once per scene.

Protection IV: When you or a teammate makes a saving throw, the roll is made twice, keeping the result you prefer. You may also cast Wall of Counter Magic once per scene.

Protection V: You may cast Protection from Spells and Lift Curse III once per scene.

PATH OF HEROISM

Heroism I: You gain two bonus action dice at the start of each Dramatic scene. You may immediately give one of these dice to a hero who can see or hear you.

Heroism II: You may cast Command I and Heroism I once per scene.

Heroism III: You gain the battle planning I class ability (see page 34).

Heroism IV: You may cast Heroes’ Feast and Heroism II once per scene.

Heroism V: You gain DR 4/special characters.

PATH OF TRAVEL

Travel I: Your Speed increases by 5 ft. and you may cast Orient Self at will.

Travel II: You may cast Knock and Jump once per scene.

Travel III: Your Speed increases by an additional 5 ft. and you may cast Freedom of Movement once per scene.

Travel IV: Your Speed increases by an additional 5 ft. and you may cast Find the Path once per scene.

Travel V: Your Speed increases by an additional 5 ft. and you may cast Phase Door once per scene.

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