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Pathomancer
==Table Pathomancer Level Advancement==
 
{| class="wikitable" style="text-align: center; width: 300px; height: 200px;"
Class Level Base Attack Bonus Fort Save Ref Save Will Save Spells Per Day
!Class Level!!Base Attack Bonus!!Fort Save!!Ref Save!!Will Save!!Spells Per Day
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +0 3
1st +0 +2 +0 +0 3

Revision as of 00:30, 23 May 2016

Pathomancer

Pathomancers draw their magical energies from a mysterious source called the Transitive River which is named after its location among the transitive planes, specifically the Astral Plane, the Plane of Shadow and the Ethereal Plane. The three known transitive planes allow for three different types of pathomancers, depending on where they source their power.

Questing pathomancers often see themselves as conduits of energy that produce change within the world. Depending on their point of view and alignment, this attitude can manifest itself in different ways and allow for adopting a wide variety of causes. The nature of having the talent to access transitive energies obligates the more surly pathomancers to strike out into the world and bring force to bear against an enemy.

Supporting or advancing agendas through their planar talents often leads pathomancers to travel to distant planes and beyond. The simple act of casting a spell requires some small bit of planar travel to accomplish, even if the individual never leaves his home town. This often gives pathomancers a broad view of the multiverse and a hunger for its knowledge.

Role: Pathomancers have an innate ability to tap into the energies of one of the transitive planes which increases with advancement. They can then shape these energies to perform tasks, aide others, change the statistical fabric of the universe, or in limited cases lash out with violent raw power. At higher levels, the pathomancer’s knowledge of accessing these special energies allows them to produce magical effects which can seem similar to those of other spellcasters, except that they originate from a different magical source, the Transitive River.

Alignment: Pathomancers can be of any alignment, but their Good-Evil axis determines the type of transitive planar energy they wield. Ethereal-based pathomancers can be of any Good alignment. Astral-based pathomancers must be one of the Neutral alignments, and Shadow-based pathomancers must Evil. The exception to this is when the character takes the first class level in pathomancer. At 1st-level, the pathomancer can wield any one of the three types of transitive planar energy and be of any alignment. However, upon reaching 2nd-level in the class, a decision must be made to adopt one of the three types of energy and immediately at that point the character’s Good-Evil alignment axis changes to match that form of transitive planar energy. This alignment change will disrupt any alignment-requirements of the character’s other class levels.

Hit Die: d4

Class Skills:

The pathomancer’s class skills (and the key ability for each skill) are Craft (Int), Disguise (Cha), Knowledge (arcana) (Int), Sense Motive (Wis), Spellcraft (Int), Swim (Str).

Skill Points at Each Level: 4 + Int modifier

Class Features:

The following abilities are class features of the pathomancer:

Weapon and Armor Proficiency: Pathomancers are proficient with all simple weapons but not proficient with any armor because it interferes with their ability to enter partially into the plane from which they draw their energy for spellcasting. They are proficient with shields which can aid their abilities to access their energy sources when used as shade or reflective surfaces.

Spells: Pathomancers can cast spells from the Sorcerer/Wizard spell lists in other sourcebooks such as the Pathfinder RPG Core Rulebook. Additional pathomancy spells are presented in Chapter XXX. Casting a spell requires preparation beforehand, and to learn to cast a spell, the pathomancer must have a Constitution score equal to at least 10 plus the spell level. Difficulty class for defending against a pathomancer spell is calculated by adding 10 plus the spell level plus the Constitution modifier for the pathomancer.

The number of spells a pathomancer may cast each day is limited but increases with each class level. Table 2-3 lists the number of spells that a pathomancer may cast per day. Additionally, the pathomancer may receive bonus spells for a high Constitution core. This number is determined from Table 1-3 in the Pathfinder RGP Core Rulebook.

A pathomancer may cast any spell she knows and begins play knowing three 0-level spells and one 1st-level spell. Learning additional new spells requires personal research and meditation or the aid of a mentor to guide the pathomancer through the required concentration and exploration of planar energy sources, and there is no limit to the number of spells a pathomancer may know. Once a spell is known, the pathomancer may select that spell and prepare it as one of the spells she can cast that day. Known spells can be common spells chosen from Chapter XXX or new ones gained through personal exploration. The pathomancer’s Constitution score does not affect the number of spells known.To prepare spells in advance, a pathomancer must spend at least one hour of uninterrupted meditation and contemplation and eight hours of rest.

Energy Source: A pathomancer’s spells originate from a mysterious source of infinite energy known as the Transitive River, which flows through three planes: The Plane of Shadow, The Ethereal Plan, and The Astral Plane. They accomplish this through tapping a small piece of energy from this source and shaping it to produce a spell affect. However, in order to tap that energy source, the pathomancer must partially enter that plane with a piece of her being. Higher level spells require deeper entrance into the plane of the source. Upon reaching 2nd level, the pathomancer must choose one of these three planes as her exclusive source of power, permanently losing the ability to draw from the other two. This sets the pathomancer’s “polarity” as either Light (Ethereal), Silver (Astral), or Dark (Shadow). At 3rd level and every two levels thereafter, the pathomancer gains the ability to cast one additional spell per day (in addition to the number of spells per day listed in Table 2-3). These additional spells must be selected from those listed as using her chosen polarity.

Draw Light (Su): Through this ability from 1st level, the pathomancer is able to physically grab light emanating from a source and pull it over her head to partially enter The Ethereal Plane. Doing this is a Move action that provokes an attack of opportunity. Upon executing this ability, the pathomancer is still visible, but takes on a diffuse glowing and featureless appearance and is considered to exist simultaneously on The Ethereal Plane and the caster’s current plane. Spells that deny or block planar travel will prevent this ability from use. This power must be used before the pathomancer is able to cast spells or use light polarity powers. Once activated, the duration lasts until the pathomancer dismisses it, but if active for longer than a number of rounds equal to the character’s pathomancer levels, the conditions from Table "Pathomancer Stress Levels" are applied to the character with no saving throw for twice the number of rounds by which the pathomancer exceeded her limits.

Meld Reflection (Su): Through this ability from 1st level, the pathomancer is able to physically grab her reflection from a surface and pull it over her head to partially enter The Astral Plane. The reflection must be visible to the caster on a surface reflective enough to make our personal features. Doing this is a Move action that provokes an attack of opportunity. Upon executing this ability, the pathomancer is still visible, but has a vaguely transparent shimmer and is considered to exist simultaneously on The Astral Plane and the caster’s current plane. Spells that deny or block planar travel will prevent this ability from use. This power must be used before the pathomancer is able to cast spells or use silver polarity powers. Once activated, the duration lasts until the pathomancer dismisses it, but if active for longer than a number of rounds equal to the character’s pathomancer levels, the conditions from Table "Pathomancer Stress Levels" are applied to the character with no saving throw for twice the number of rounds by which the pathomancer exceeded her limits.

Draw Shadow (Su): Through this ability from 1st level, the pathomancer is able to physically grab her shadow from a surface and pull it over her head to partially enter The Plane of Shadow. The shadow used for this ability must be discernable from other shadows around it. Doing this is a Move action that provokes an attack of opportunity. Upon executing this ability, the pathomancer is still visible, but takes on a dark and featureless appearance and is considered to exist simultaneously on The Plane of Shadow and the caster’s current plane. Spells that deny or block planar travel will prevent this ability from use. This power must be used before the pathomancer is able to cast spells or use dark polarity powers. Once activated, the duration lasts until the pathomancer dismisses it, but if active for longer than a number of rounds equal to the character’s pathomancer levels, the conditions from Table "Pathomancer Stress Levels" are applied to the character with no saving throw for twice the number of rounds by which the pathomancer exceeded her limits.

Table Pathomancer Stress Levels

Number of rounds exceeded Stress Level Condition/Effects
1-5 Minor Fatigued
6–10 Sickened Exhausted
11–15 Severe Helpless
16–20 Fatal Helpless, save vs. Fortitude at -5 or fall dead


Pathomancer Polarities The polarity of a pathomancer represents which of the three planar energy sources the pathomancer exclusively uses. Upon reaching 2nd level, the pathomancer must choose a polarity that remains with the character and would be difficult to change. (See changing polarity below.)


Light Pathomancer

Pathomancers of this polarity draw their energy for arcane spells through accessing the Transient River via the Ethereal Plane. Their meditations reveal that light passes through multiple planes and exists simultaneously within them. Knowledge of light’s journey through the Ethereal Plane allows the pathomancer to trigger her power.

Alignment: Any Good.

Polarity Arcana: Spells that influence or produce light operate at 50% greater duration. This effect does not stack with the Extend Spell feat.

Polarity Powers: Light pathomancers gain greater affinity with their magic as they advance in level, which gives them additional abilities.

Read Probability Line (Sp): Starting at 1st level, the pathomancer can see a short way into the future with limited accuracy as a swift action. When using this ability, there is a 30% chance + 5% per five levels that the pathomancer will correctly determine the outcome of any dice roll that is to occur within the next round. The distance into the future discernable from this ability increases by one additional round at 5th, 10th, 15th, and 20th levels. This ability may also be used to attempt to see into the future and determine non-combat actions. A pathomancer may use this ability a number of times per day equal to 3 + her Constitution modifier.

Unlucky Hex (Sp): Starting at 2nd level, the pathomancer can alter the luck of her enemies for the worse. This ability functions as a Bane spell useable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Positive Missile (Sp): At 4th level the pathomancer gains the ability to harness positive energy and cast Positive Missile a number of times per day equal to her number of pathomancer levels by 2 rounded down. This ability’s duration, range, spell components, and somatic requirements are identical to Magic Missile, except the target of the spell is healed for 1d4+1 hitpoints per two pathomancer levels rounded down, for a maximum of 5d4+5 points of healing.

Aura of Courage (Su): On reaching 6th level, a pathomancer with this ability becomes immune to all fear effects caused by spells, spell-like abilities, poisons, and supernatural effects. All friendly beings within 10 feet of the pathomancer gain a +4 bonus to saving throws against fear-based effects.

Ethereal Sight (Su): At 8th level the pathomancer can see into the near Ethereal Plane. This manifests as extra sight superimposed onto the pathomancer’s current view. Objects that exist in the current plane where the pathomancer is standing may or may not have equivalent objects in the near Ethereal Plane. Creatures that are ethereal and may otherwise be invisible are visible through the use of this ability.

Ethereal Cloak (Sp): At 10th level the pathomancer’s connection to the Ethereal Plane is becoming stronger. Using this ability, the pathomancer may partially enter the Ethereal Plane to gain a concealment bonus equal to 10% + 2% for each additional two levels, i.e. 12% at 12th level, 14% at 14th level, etc.. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Draw Despair (Sp): On reaching 12th level, a pathomancer may substitute the need for food and water by taking away despair and negative emotions from others. Creatures affected by this spell receive no saving throw and suffer no effects other than a lifting of mood. Magic resistance of the target still applies. If the pathomancer chooses, this spell may also heal 2d6 + 1/level hp of any physical damage to herself. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Ethereal Jaunt (Su): Upon reaching 14th level, the pathomancer may fully enter the near Ethereal Plane. This ability functions as the Ethereal Jaunt spell and is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Ethereal Slip (Su): At 16th level the pathomancer has a keen ability to control the degree to which she enters the Ethereal Plane, choosing to leave a certain portion back on her plane of origin. Using this ability, the pathomancer may partially enter the Ethereal Plane to gain DR 10/+3. This ability may not be used in conjunction with Ethereal Cloak, nor does the damage resistance stack with other magical or innate effects. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Ethereal Journey (Sp): At 18th level, the pathomancer may Teleport Without Error by way of entering the deep Ethereal Plane and using it as a shortcut to traverse distance. This ability is only useable a number of times per day equal to 1 + the pathomancer’s Constitution modifier and may only reach locations that overlap the Ethereal Plane.

Transitive Channel (Su): Upon reaching 20th level, the pathomancer may use her connection to the Ethereal Plane and the Transitive River to channel raw energy from that source. This energy may be shaped to duplicate any spell the pathomancer knows, whether or not she has previously prepared it. All game rules for the duplicated spell are unchanged, although effects duplicated as such may not be modified by metamagic feats. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.


Silver Pathomancer

Pathomancers of this polarity draw their energy for arcane spells through accessing the Transient River via the Astral Plane. Reflective surfaces give them connection and feeling into the Astral Plane, and through deep meditation and knowledge of this connection, they are able to direct their magic and manifest their power.

Alignment: Lawful Neutral, True Neutral, Chaotic Neutral

Polarity Arcana: Spells that influence or enable travel operate at 50% greater range. This effect does not stack with the Extend Spell feat.

Polarity Powers: Silver pathomancers gain greater affinity with their magic as they advance in level, which gives them additional abilities.

Read Probability Line (Sp): Starting at 1st level, the pathomancer can see a short way into the future with limited accuracy as a swift action. When using this ability, there is a 30% chance + 5% per five levels that the pathomancer will correctly determine the outcome of any dice roll that is to occur within the next round. The distance into the future discernable from this ability increases by one additional round at 5th, 10th, 15th, and 20th levels. This ability may also be used to attempt to see into the future and determine non-combat actions. A pathomancer may use this ability a number of times per day equal to 3 + her Constitution modifier.

Sleep (Sp): Starting at 2nd level, the pathomancer can focus her energy for the purpose of putting a target to sleep. This ability functions as Sleep for calculating duration, damage, range, and saving throws. The maximum number of targets affected by this spell is 4 HD of creatures + 1 HD for every two pathomancer levels. A pathomancer may use this ability a number of times per day equal to 2 + her Constitution modifier.

Silver Ray (Sp): At 4th level the pathomancer can fire a ray of Transitive River energy from the Astral Plane as a standard action by targeting any foe in her line of sight up to 30 feet away as a ranged touch attack. The ray does 1d6 points of damage +2 for every two pathomancer levels she possesses. This ability is usable a number of times per day equal to 3 + the pathomancer’s Constitution modifier.

Aura of Freedom (Su): On reaching 6th level, a pathomancer with this ability is immune to enchantment effects. Each ally within 10 feet of her also gains a +4 morale bonus on saving throws against mind-affecting effects.

Astral Sight (Su): At 8th level the pathomancer can see into the near Astral Plane. This manifests as extra sight superimposed onto the pathomancer’s current view. Objects that exist in the current plane where the pathomancer is standing may or may not have equivalent objects in the near Astral Plane. Creatures that have invisibility due to their connection to the Astral Plane no longer have that ability against the pathomancer with Astral Sight.

Astral Cloak (Sp): At 10th level the pathomancer’s connection to the Astral Plane is becoming stronger. Using this ability, the pathomancer may partially enter the Astral Plane to gain a concealment bonus equal to 10% + 2% for each additional two levels, i.e. 12% at 12th level, 14% at 14th level, etc.. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Draw Apathy (Sp): On reaching 12th level, a pathomancer may substitute the need for food and water by taking away apathy, confusion, and neutral emotions from others. Creatures affected by this spell receive no saving throw and suffer no effects other than a polarization of mood either toward happiness or despair (50% chance of either). Magic resistance of the target still applies. If the pathomancer chooses, this spell may also heal 2d6 + 1/level hp of any physical damage to herself. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Astral Jaunt (Su): Upon reaching 14th level, the pathomancer may fully enter the near Astral Plane with all equipment. This entrance is not an astral projection, and therefore the traveler does not have a silver cord when entering the Astral Plane in this manner. While under the effect of this ability, the pathomancer is hard to see in dim light and capable of moving through objects, even up or down, albeit at half normal speed. While affected by Astral Jaunt, the pathomancer can see and hear on her plane of origin but everything looks transparent and nondescript with a silvery shimmer. Sight on the plane of origin is limited to 60 feet, barring any other modifiers.

While partially existing on the Astral Plane, the pathomancer may not damage other creatures on the plane of origin with physical or magical attacks, but is immune to all effects coming from the plane of origin that do not extend to the Astral Plane. Evocation damage spells affect the pathomancer normally. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Astral Slip (Su): At 16th level the pathomancer has a keen ability to control the degree to which she enters the Astral Plane, choosing to leave a certain portion back on her plane of origin. Using this ability, the pathomancer may partially enter the Astral Plane to gain DR 10/+3. This ability may not be used in conjunction with Astral Cloak, nor does the damage resistance stack with other magical or innate effects. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Astral Journey (Sp): At 18th level, the pathomancer may Teleport Without Error by way of entering the deep Astral Plane and using it as a shortcut to traverse distance. This ability is only useable a number of times per day equal to 1 + the pathomancer’s Constitution modifier and may only reach locations that overlap the Astral Plane.

Transitive Channel (Su): Upon reaching 20th level, the pathomancer may use her connection to the Astral Plane and the Transitive River to channel raw energy from that source. This energy may be shaped to duplicate any spell the pathomancer knows, whether or not she has previously prepared it. All game rules for the duplicated spell are unchanged, although effects duplicated as such may not be modified by metamagic feats. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.


Dark Pathomancer

Pathomancers of this polarity draw their energy for arcane spells through accessing the Transient River via the Plane of Shadow. By focusing their knowledge of the Plane of Shadow and their realization that normal shadows are tenuous connections to that dark plane, these pathomancers are able to unlock their power and use it.

Alignment: Any Evil.

Polarity Arcana: Spells that influence or produce darkness operate at 50% greater duration. This effect does not stack with the Extend Spell feat.

Polarity Powers: Dark pathomancers gain greater affinity with their magic as they advance in level, which gives them additional abilities.

Read Probability Line (Sp): Starting at 1st level, the pathomancer can see a short way into the future with limited accuracy as a swift action. When using this ability, there is a 30% chance + 5% per five levels that the pathomancer will correctly determine the outcome of any dice roll that is to occur within the next round. The distance into the future discernable from this ability increases by one additional round at 5th, 10th, 15th, and 20th levels. This ability may also be used to attempt to see into the future and determine non-combat actions. A pathomancer may use this ability a number of times per day equal to 3 + her Constitution modifier.

Shadow Touch (Sp): Starting at 2nd level, the pathomancer can infuse her touch with shadow. This ability functions as Chill Touch for calculating duration, targets, damage, range, and saving throws. Undead creatures are affected in identical fashion to living creatures by this ability. However, shadow creatures take no damage but will flee in panic for 1d4+1 round/level from the caster if they fail a saving throw vs. Will. A pathomancer may use this ability a number of times per day equal to 2 + her Constitution modifier.

Cloud Memory (Sp): At 4th level the pathomancer can affect the memories of a target for a short span into the past. When using this ability, the target must successfully save vs. Will or lose memory of all events that have occurred in the last turn + 1 turn for every 2 pathomancer levels of the caster. A pathomancer may use this ability a number of times per day equal to 2 + her Constitution modifier.

Aura of Fear (Su): On reaching 6th level, a pathomancer with this ability is immune to fear. All enemies within 10 feet of the pathomancer also suffer a -4 penalty on saves vs. fear effects.

Shadow Sight (Su): At 8th level the pathomancer can see into the near Plane of Shadow. This manifests as extra sight superimposed onto the pathomancer’s current view. Objects that exist in the current plane where the pathomancer is standing may or may not have equivalent objects in the near Plane of Shadow. Creatures that have concealment due to their connection to the Plane of Shadow no longer have that ability against the pathomancer with Shadow Sight.

Shadow Cloak (Sp): At 10th level the pathomancer’s connection to the Plane of Shadow is becoming stronger. Using this ability, the pathomancer may partially enter the Plane of Shadow to gain a concealment bonus equal to 10% + 2% for each additional two levels, i.e. 12% at 12th level, 14% at 14th level, etc.. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Draw Happiness (Sp): On reaching 12th level, a pathomancer may substitute the need for food and water by taking away happiness and positive emotions from others. Creatures affected by this spell receive no saving throw and suffer no effects other than a lowering of mood. Magic resistance of the target still applies. If the pathomancer chooses, this spell may also heal 2d6 + 1/level hp of any physical damage to herself. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Shadow Jaunt (Su): Upon reaching 14th level, the pathomancer may fully enter the near Plane of Shadow with all equipment. While under the effect of this ability, the pathomancer is hard to see in dim light and capable of moving along solid objects like a shadow, even up or down, albeit at half normal speed. While affected by Shadow Jaunt, the pathomancer can see and hear on her plane of origin but everything looks dark and nondescript. Sight on the plane of origin is limited to 60 feet, barring any other modifiers.

While partially existing on the Plane of Shadow, the pathomancer may not damage other creatures on the plane of origin with physical or magical attacks, but is immune to all effects coming from the plane of origin that do not extend to the Plane of Shadow. Evocation damage spells affect the pathomancer normally. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Shadow Slip (Su): At 16th level the pathomancer has a keen ability to control the degree to which she enters the Plane of Shadow, choosing to leave a certain portion back on her plane of origin. Using this ability, the pathomancer may partially enter the Plane of Shadow to gain DR 10/+3. This ability may not be used in conjunction with Shadow Cloak, nor does the damage resistance stack with other magical or innate effects. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Shadow Journey (Sp): At 18th level, the pathomancer may Teleport Without Error by way of entering the deep Plane of Shadow and using it as a shortcut to traverse distance. This ability is only useable a number of times per day equal to 1 + the pathomancer’s Constitution modifier and may only reach locations that overlap the Ethereal Plane.

Transitive Channel (Su): Upon reaching 20th level, the pathomancer may use her connection to the Plane of Shadow and the Transitive River to channel raw energy from that source. This energy may be shaped to duplicate any spell the pathomancer knows, whether or not she has previously prepared it. All game rules for the duplicated spell are unchanged, although effects duplicated as such may not be modified by metamagic feats. This ability is usable a number of times per day equal to 1 + the pathomancer’s Constitution modifier.

Changing Pathomancer Polarity

Altering the planar source from which a pathomancer draws her power is a serious and debilitating endeavor. This can occur if the pathomancer actively switches to an alignment that violates her chosen polarity. In cases where the alignment shift is temporary, due to magical or item effects, the pathomancer will be unable to cast spells until the effect is removed. However, spell casting ability will immediately resume once the effect is eliminated or passed. When a permanent alignment change occurs, the pathomancer immediately loses all class features except for skills, and armor and weapon proficiencies. To convert her source of power to something more appropriate to the new alignment, the pathomancer must have one week of uninterrupted rest and meditation. By the end of that week, a successful saving throw vs. Fortitude will allow the pathomancer to acquire the initial class ability to access her new chosen plane: Draw Light for Good alignments, Draw Reflection for Neutral alignments, or Draw Shadow for Evil alignments. If the saving throw does not succeed, another week of rest and meditation is needed, and another save vs. Fortitude must succeed. This continues until the pathomancer succeeds or gives up and loses all ability to cast pathomancy spells permanently. Upon a successful saving throw at the end an uninterrupted week, the pathomancer may cast spells and gain polarity powers from her new source as if she were a pathomancer of four levels lower. This penalty lasts until the pathomancer has enough experience points to advance to her next pathomancer level.


Table Pathomancer Level Advancement

Class Level Base Attack Bonus Fort Save Ref Save Will Save Spells Per Day

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +0 +2 +0 +0 3 2nd +1 +3 +0 +0 4 3rd +1 +3 +1 +1 5 4th +2 +4 +1 +1 6 3 5th +2 +4 +1 +1 6 4 6th +3 +5 +2 +2 6 5 3 7th +3 +5 +2 +2 6 6 4 8th +4 +6 +2 +2 6 6 5 3 9th +4 +6 +3 +3 6 6 6 4 10th +5 +7 +3 +3 6 6 6 5 3 11th +5 +7 +3 +3 6 6 6 6 4 12th +6/+1 +8 +4 +4 6 6 6 6 5 3 13th +6/+1 +8 +4 +4 6 6 6 6 6 4 14th +7/+2 +9 +4 +4 6 6 6 6 6 5 3 15th +7/+2 +9 +5 +5 6 6 6 6 6 6 4 16th +8/+3 +10 +5 +5 6 6 6 6 6 6 5 3 17th +8/+3 +10 +5 +5 6 6 6 6 6 6 6 4 18th +9/+4 +11 +6 +6 6 6 6 6 6 6 6 5 3 19th +9/+4 +11 +6 +6 6 6 6 6 6 6 6 6 4 20th +10/+5 +12 +6 +6 6 6 6 6 6 6 6 6 6


Pathomancer Polarity Powers

Class Level Light Silver Dark

1st Draw Light, Read Probability Line Draw Reflection, Read Probability Line Draw Shadow, Read Probability Line 2nd Unlucky Hex Sleep Shadow Touch 3rd 4th Positive Missile Silver Ray Cloud Memory 5th 6th Aura of Courage Aura of Freedom Aura of Fear 7th 8th Ethereal Sight Astral Sight Shadow Sight 9th 10th Ethereal Cloak Astral Cloak Shadow Cloak 11th 12th Draw Despair Draw Apathy Draw Happiness 13th 14th Ethereal Jaunt Astral Jaunt Shadow Jaunt 15th 16th Ethereal Slip Astral Slip Shadow Slip 17th 18th Ethereal Journey Astral Journey Shadow Journey 19th 20th Transitive Channel Transitive Channel Transitive Channel