Open Hero Odyssey

Proper practice prevails!

Chapter 4 - Proficiencies

Proficiencies represent the feats your hero can perform through Actions. All proficiencies are based in an ability attribute, be it Strength, Reflex, Fortitude, Intellect, Willpower, Charm or Mana, that provide their value to checks or saves made. For example, Knowledge is an Intellect proficiency, so any Knowledge check your hero makes gets a number of d6 equal to their Intellect score, plus a number of d6 equal to the ranks in that proficiency, plus the number of ranks.
Experience in OHO is gained by making proficiency rolls against Challenge Ratings (or CR), and if your roll is higher, your hero gains a number of experience based on the difference between the target and the player's roll. The higher the number (the less of a challenge), the less the experience. That's right, not from just killing monsters, but from defeating challenges based on your hero's proficiency level. Of course, Attack is an action your hero can get from the Weapons or Unarmed Strike proficiencies, so attacking and killing monsters will certainly attain experience, but for the ability using the proficiency to Attack. A hero can gain anywhere from 1 to 100 experience points per roll, and it takes 500 to gain a Proficiency Point to spend on proficiency tree upgrades or ability score improvements. You can also spend proficiency points on other things, but you can read more about that in Ch.6 Adventuring and Combat.

NOTE: The max number of ranks that can be purchased in a proficiency at creation is 1. Also, your hero can have no more ranks in a given proficiency than half their governing attribute, rounded up. (At 3 in any given attribute allows for 2 ranks in a proficiency governed by that attribute.)

Proficiency Descriptions - Attribute that governs the proficiency

Acrobatics - Reflex

This proficiency deals with your hero's acrobatic ability to navigate their surroundings, such as balancing on a narrow ledge, or staying on their feet on a tossing ship at sea, wriggling free of restraints, riding an animal or other mounted surface, and other acrobatic tasks.

Ambidextrous - Reflex

This proficiency represents your hero's ability to perform tasks equally as well with the off-hand as with the main hand. Rolls made with off-hand may add your hero's ranks in this proficiency as d6.

Armor - Reflex

All armor comes with a penalty to Reflex when wearing it. This proficiency diminishes that penalty.

Artistry - Charm

Athletics - Strength

This proficiency represents your hero's athletic ability, such as climbing a rope or tree, jumping a short wall, or swimming in a pond.

Craft - Intellect

The base proficiency defines your hero's general ability to make something. There are several specializations, each defining your hero's ability to make something in that crafting field. See below for a listing of Craft specializations.

Focus - Willpower

Initiative - Willpower

Interact - Charm

Investigate - Intellect

Knowledge - Intellect

Nature - Willpower

Perform - Charm

Perception - Willpower

Religion - Willpower

Shields - Reflex

Your hero's proficiency with Shields grants that number as d6 to rolls to Parry.

Speak Language - Intellect

Stealth - Reflex

Stamina - Fortitude

Streetwise - Intellect

Unarmed Strike - Reflex

Weapons - Reflex

Proficiency Psynergies

Certain proficiencies grant half their ranks rounded up as a flat bonus to other proficiencies, known as psynergy bonuses. Specializations stack with their parent proficiencies where noted by parentheses.

Ranks in...Grants a bonus to...
Acrobatics(Balance, Tumble)Dodge, Parry, Stealth, Perform
AmbidextrousCraft, Shields, Unarmed, Weapons
AthleticsWeapons, Unarmed, Stamina, Trackstar, Shields, Armors, Grapple
Craft(any specializationAppraise(related crafts)
Focus(Concentration, Mettle)Knowledge, Investigate, Perception, Artistry, all mana proficiencies
InitiativeDodge, Perception
Interact(Bluff, Diplomacy, Disguise)Perform
InvestigateKnowlege, Focus, Perception
Knowledge(any specialization)Investigate, Focus, Streetwise, Languages
Artistry(any specialization)Focus
PerformInteract
Perception(Spot, Listen)Initiative, Investigate
StreetwiseKnowledge
Stamina(Endurance)Trackstar, Athletics
UnarmedAthletics, Grapple

Special Abilities, Specializations, and Fluencies

What makes them so special?

Special Abilities are things your hero can do that not all others can. These abilities, treated just like proficiencies when it comes to gaining experience and upgrading, represent an application of a proficiency, for example, the Rage Special Ability is an extension of your hero's Stamina; while the Backstab Special Ability is an extension of your hero's Stealth proficiency. All Special Abilities cost two points to acquire, and upgrade at the same rate as other proficiencies.

These proficiencies must be taken at creation. That is to say, Special Abilities can be granted later in the game as a reward, or through performing some magic ritual, however, only creation points can be spent on Special Abilities; they cannot be purchased with Proficiency points unless allowed by the GM in-game, typically as a result of role-playing the game.

Specializations are specific applications of proficiencies. While the maximum amount of ranks in proficiencies like Athletics or Investigate is half its governing attribute rounded up, a specialization in a given proficiency can have up to half the number of ranks in the parent proficiency, rounded up.

To specialize, the parent proficiency must have at least one rank. The first rank in the specialization costs two proficiency points.

For example, if you choose for your hero to specialize in Jump, you would need to ensure Athletics has at least one rank, and would then spend two proficiency points to gain one rank in Jump, granting 2d6 to Athletics(Jump) checks, along with any dice from Strength and other modifiers.

Both Special Abilities and Specializations have prerequistes to meet--minimum ranks in certain proficiencies, typically--before they are eligible, and the combination of proficiency ranks and specialization ranks in that proficiency cannot be more than the score in the attribute that governs the proficiency.

Certain Special Abilities can have Specializations as well, with the same rules and restrictions.

NOTE: Your hero can only have as many Specializations OR Special Abilities as their level.

Special Abilities:

Rage - Prereqs: Stamina 1

Backstab - Prereqs: Stealth 1

Lowlight Vision - Prereqs: Perception 1

*Influence - Prereqs: Interact 1

Second Wind - Prereqs: Stamina 1

*Action Surge - Prereqs: Second Wind 1

*Shield Bash - Prereqs: Shields 1

Flurry Strike - Prereqs: Unarmed 1

*Cleave - Prereqs: Weapons 1, Hero Level 5

Infravision - Prereqs: Perception 2

*Far Shot - Prereqs: Weapons 2 Ranged 1

*Many Shot - Prereqs: Weapons 2 Ranged 1

Ultravision - Prereqs: Perception 2 Lowlight vision 1

*Weapon Bond - Prereqs: Weapons 2 (specialization in weapon with which to be bonded) 1

Mana Special Abilities and Specializations are explained in Ch7.Magic. They're listed here for reference:

Channel Divinity - Prereqs: Religion 1, Thaumaturgy 1

Smite - Prereqs: Thaumaturgy 1, Weapons or Unarmed 1

Wildshape - Prereqs: Nature 1, Thaumaturgy 1

Inner Focus - Prereqs: Focus 1, Thaumaturgy 1

Spellcraft - Prereqs: Knowledge 1, Thaumaturgy 1

*-Indicates proficiencies only accessible via Hero Paths.

Specializations:

These are special feats that fall under a certain proficiency that are a specific application for that proficiency. For example, Jumping is an extension of the Athletics Proficiency. To specialize, your hero must have at least 2 ranks in the proficiency, and at least a 3 in the governing attribute. Ranks in specializations and the governing proficiency combined cannot exceed the governing attribute. You may only have a number of specializations in a given proficiency equal to your Hero Tier.

    Athletics-
  • Break
  • Climb
  • Jump
  • Swim
    Acrobatics-
  • Balance
  • Escapology
  • Ride
  • Tumble
    Artistry-
  • Music
  • Painting
  • Sculpting
    Craft-
  • Alchemy
  • Carpentry
  • Cartography
  • Confectionry
  • Cooking
  • Fletching
  • Sewing
  • Smithing
  • Masonry
  • Metalwork
  • Weaving
  • Whittling
    Focus-
  • Concentrate
  • Insight
  • Medicine
  • Mettle
    Interact-
  • Bluff
  • Diplomacy
  • Disguise
  • Intimidate
    Investigate-
  • Search
  • Research
  • Know-how
    Knowledge-
  • Arcana
  • Astronomy
  • Anatomy
  • Architecture&Engineering
  • Botany
  • Chemistry
  • Linguistics
  • Geology
  • Geography
  • History
  • Nobility&Royalty
  • Ornithology
    Nature-
  • Animal Handling
  • Survival
  • Track
  • Weather
    Perform-
  • Acting
  • Oratory
  • Singing
    Perception-
  • Spot
  • Listen
    Pilotry-
  • Charioteering
  • Sailing
  • Vehicles
    Stealth-
  • Hide
  • Move Silently
  • Sleight of Hand
    Streetwise-
  • Appraise
  • Disable Device
  • Forgery
  • Gather Information
Fluencies

Fluencies are one time upgrade abilities that provide base bonuses in relation to your hero's tier to various proficiencies, or grant additional actions or features. Following are some fluencies, categorized by tier, and further sub-categorized by attribute for first tier, and various categories in higher tiers. Some fluencies are only accessible via hero paths, or various other pre-requisistes.

1st Tier Fluencies:

Grant a +1 to various actions

    Strength:
  • Leaper - Gain the bonus to Jump checks.
  • Climber - Gain the bonus to Climb checks.
  • Swimmer - Gain the bonus to Swim checks.
  • Brute - Gain the bonus to Break checks.
  • Grappler - Gain the bonus to Grapple checks.
    Reflex:
  • Balanced - Gain the bonus to Balance checks.
  • Deft-handed - Gain the bonus to Sleight of Hand checks.
  • Slippery - Gain the bonus to Escapology checks.
  • Mounted - Gain the bonus to Ride checks.
  • Gymnast - Gain the bonus to Tumble checks.
  • Soft-footed - Gain the bonus to Move Silently checks.
  • Hidden - Gain the bonus to Hide checks.
  • Trackstar - Gain the bonus to your Speed.
    Fortitude:
  • Thick skin - Gain the bonus to your HP when you take this fluency and every time you gain a level until 5th.
  • Iron stomach - Gain the bonus to saves against poison.
  • Resilient - Gain the bonus to saves against exhaustion.
  • Fish-lungs - Gain the bonus to rolls to determine how long you can hold your breath.
    Intellect:
  • Scholarly - Gain the bonus to Research checks.
  • Detective - Gain the bonus to Search checks.
  • Bright - Gain the bonus to Know-how checks.
    Willpower:
  • Quick-witted - Gain the bonus to Insight checks.
  • Focused - Gain the bonus to Concentration checks.
    Charm:
  • Talented
  • Charming
2nd Tier Fluencies:

Grant a +2 to certain actions unless otherwise noted.

    Melee:
  • Fast Attack - Grants an additional attack from an equipped hand.
  • Slicer - Grants the bonus to damage made with slicing weapons.
  • Stabber - Grants the bonus to damage made with piercing weapons.
  • Bludgeoner - Grants the bonus to damage made with bludgeoning weapons.
    Ranged:
  • Marksman - Your ranged attacks ignore quarter cover.
  • Sniper - Attacking at long range doesn't impose disadvantage, and you can take a penalty on your attack up to your Reflex to add those dice to your damage.
    Defense:
    Movement:

Hero Proficiency Paths

At 5th level, you choose a path for your hero to help mold their progression. You can choose any path for which your hero meets the prereqs. Each path grants its own bonuses, and grants access to special abilities and some specializations that normally would not be accessible.

The Hero Proficiency Paths are categorized by tier. Each path lasts two or three tiers, and there are higher tier paths that draw on the lower tier's path abilities.

Tier II Hero Proficiency Paths

The Striker's Path

Specializes in melee attacks. Three tiers of progression.

Prereqs: Weapons I or Unarmed I, REF 2

    When you take or continue the Striker's Path...
  1. ...gain +2/+5/+9 to melee attacks.
  2. ...gain the 2nd/3rd/4th tier Fast Attack Fluency at entry to each tier.
  3. ...gain a melee attack fluency of your choice at 7th/11th/15th level.
  4. ...gain a 50%/100%/200% bonus to experience for actions from the following proficiencies: Weapons, Unarmed, Athletics, and any action related to attacking.
  5. ...gain access to the following special abilities: Cleave, Weapon Bond II
  6. ...gain access to the following specializations: Weapons(slashing, bludgeoning, or piercing), Unarmed(any)

The Defender's Path

Specializes in defense in combat. Three tiers of progression.

Prereqs: Stamina I or Shields I, FRT 2

    When you take or continue the Defender's path...
  1. ...gain +2/+5/+9 to Dodge OR Parry.
  2. ...gain the Tanker Fluency at entry to each tier.
  3. ...gain a defense fluency of your choice at 7th/11th/15th level.
  4. ...gain a 50%/100%/200% bonus to exp for the following proficiencies: Stamina, Shields, and any action related to defense.
  5. ...gain access to the following special abilities: Action Surge, Weapon Bond II
  6. ...gain access to the following specializations: Weapons(shields), Shields(any)

The Acolyte's path

Specializes in the use of mana. Three tiers of progression.

Prereqs: Thaumaturgy I or Pool I, MAN 2

    When you take or continue the Acolyte's path...
  1. ...gain +2/+5/+9 to all mana proficiency rolls.
  2. ...gain a bonus cantrip at entry to each tier.
  3. ...gain +1/+2/+3 to Willpower(Concentration) checks at 7th/11th/15th level.
  4. ...gain a 50%/100%/200% bonus to exp for the following proficiencies: any action related to channeling/using mana.
  5. ...gain access to the following special abilities: Spellcraft Fluencies, Wildshape
  6. ...gain access to the following specializations: 2nd tier/3rd tier/4th tier Mana Proficiencies (to include Spellcraft, Qi Powers, Channel Divinity, Smite)

The Expert

Specializes in a given set of skills. Three tiers of progression.

Prereqs: At least three of the following proficiencies with one rank; Acrobatics, Artistry, Athletics, Craft, Focus, Interact, Investigate, Knowledge, Nature, Perform, Religion, Stealth, Streetwise; INT 2

    When you take or continue the Expert's path...
  1. ...gain +2/+5/+9 to each listed prereq proficiency roll.
  2. ...gain a fluency from the listed prereq proficiencies at entry to each tier.
  3. ...choose one of the listed prereq proficiencies. If your hero does not have that proficiency, gain it. If your hero does have that proficiency, upgrade it. You cannot choose a proficiency that has 3 ranks.
  4. ...gain a 50%/100%/200% bonus to exp for each of the listed prereq proficiencies.
  5. ...gain access to the following special abilities: Backstab II
  6. ...gain access to the following specializations: Artistry(any), Interact(any), Religion(any), Craft(any), Knowledge(any), Perform(any)

The Leader

Specializes in social interactions. Three tiers of progression.

Prereqs: Interact I, CHA 2

    When you take or continue the Leader's path...
  1. ...gain +2/+5/+9 to all social actions.
  2. ...gain the ability to attract one additional cohort at entry to each level.
  3. ...gain a social fluency at two levels after.
  4. ...gain a 50%/100%/200% bonus to exp for all actions related to a social encounter.
  5. ...gain access to the following special abilities: Influence
  6. ...gain access to the following specializations: Influence(any)

The Sharpshooter

Specializes in long range attacks. Three tiers of progression.

Prereqs: Weapons(Ranged) I, Perception(Spot) I, REF 2

    When you take or continue the Sharpshooter's path...
  1. ...gain +2/+5/+9 to all ranged attacks.
  2. ...gain +1/+2/+3 to Aim.
  3. ...gain the 2nd/3rd/4th tier Longshot fluency.
  4. ...gain a 50%/100%/200% bonus to exp for the following proficiencies: any ranged attack action.
  5. ...gain access to the following special abilities: Far Shot, Rapid Shot, Many Shot
  6. ...gain access to the following specializations: Weapons(bows), Weapons(crossbows), Weapons(thrown)

Tier III Hero Proficiency Paths

The Berserker's Path

Specializes in fighting while in a rage. Three tiers of progression.

Prereqs: Rage I, STR 3

    When you take or continue the Berserker's path...
  1. ...gain +3/+7/+12 to attacks while in a rage.
  2. ...ignore the first 2/4/6 points of damage received per round while raging.
  3. ...gain a rage fluency.
  4. ...gain 100%/200%/300% bonus to exp for actions made while raging in combat.
  5. ...gain access to rage fluencies.
  6. ...gain access to

The Warrior's Path

Specializes in tactical fighting. Three tiers of progression.

Prereqs: STR 3, REF 3, Weapons II or Unarmed II

    When you take or continue the Warrior's path...
  1. ...gain +3/+7/+12 to actions while engaged and in combat.
  2. ...gain +2/+4/+6 to initiative.
  3. ...gain a combat fluency.
  4. ...gain a 100%/200%/300% bonus to exp for all actions taken while engaged and in combat.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: Weapons(any), Unarmed(any), Shields(any)

The Ascetic's Path

Specializes in mystic contemplation and unarmed strikes. Three tiers of progression.

Prereqs: Unarmed II, WPW 3

    When you take or continue the Ascetic's path...
  1. ...gain +3/+7/+12 to attacks while unarmed.
  2. ...gain access to Qi Powers, if you don't already. Gain one.
  3. ...gain the Insightful fluency.
  4. ...gain a 50%/100%/200% bonus to exp for
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations:

The Mage's Path

Specializes in Spellcraft. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II

    When you take or continue the Mage's path...
  1. ...gain +3/+7/+12 to Thaumaturgy checks.
  2. ...gain a new cantrip.
  3. ...the first augmentation for a spell effect is free.
  4. ...gain a 100%/200%/300% bonus to exp for Spellcraft actions.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier spell proficiencies

The Evoker's Path

Specializes in Evocation. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Evocation proficiency

    When you take or continue the Evoker's path...
  1. ...gain a +3/+7/+12 to actions in the Evocation manifestation.
  2. ...gain bonus die to Evocation cantrip.
  3. ...the first area augmentation is free
  4. ...gain a 100%/200%/300% bonus to exp for Evocation spells.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier evocation spell proficiencies

The Necromancer's Path

Specializes in Necromancy. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Necromancy proficiency

    When you take or continue the Necromancer's path...
  1. ...gain a +3/+7/+12 to actions in the Necromancy manifestation.
  2. ...gain bonus die to Necromancy cantrip.
  3. ...one undead that you control with an INT of at least 1 can be designated as an Undead Lieutenant, who can command half the number of undead you can. These undead do not count against the number you control.
  4. ...gain a 100%/200%/300% bonus to exp for Necromancy spells.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier necromancy spell proficiencies

The Conjurer's Path

Specializes in Conjuration. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Conjuration proficiency

    When you take or continue the Conjurer's path...
  1. ...gain a +3/+7/+12 to actions in the Conjuration manifestation.
  2. ...gain bonus die to Conjuration cantrip.
  3. ...you can teleport up to your speed as a move action/quick action/reaction.
  4. ...gain a 100%/200%/300% bonus to exp for Conjuration spells.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier conjuration spell proficiencies

The Abjurer's Path

Specializes in Abjuration. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Abjuration proficiency

    When you take or continue the Abjurer's path...
  1. ...gain a +3/+7/+12 to actions in the Abjuration manifestation.
  2. ...gain bonus die to Abjuration cantrip.
  3. ...gain advantage on saves against magic.
  4. ...gain a 100%/200%/300% bonus to exp for Abjuration spells.
  5. ...gain access to the following special abilities: Osmose,
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier abjuration spell proficiencies

The Enchanter's Path

Specializes in Enchantment. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Enchantment proficiency

    When you take or continue the Enchanter's path...
  1. ...gain a +3/+7/+12 to actions in the Enchantment manifestation.
  2. ...gain bonus die to enchantment cantrip.
  3. ...gain advantage on Interact rolls.
  4. ...gain a 100%/200%/300% bonus to exp for Enchantment spells.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier enchantment spell proficiencies

The Transmuter's Path

Specializes in Transmutation. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Transmutation proficiency

    When you take or continue the Transmuter's path...
  1. ...gain a +3/+7/+12 to actions in the Transmutation manifestation.
  2. ...gain bonus die to Transmutation cantrip.
  3. ...double the duration for Transmutation effects.
  4. ...gain a 100%/200%/300% bonus to exp for Transmutation spells.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier transmutation spell proficiencies

The Diviner's Path

Specializes in Divination. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Divination proficiency

    When you take or continue the Diviner's path...
  1. ...gain a +3/+7/+12 to actions in the Divination manifestation.
  2. ...gain bonus die to divination cantrip.
  3. ...gain a
  4. ...gain a 100%/200%/300% bonus to exp for Divination spells.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier divination spell proficiencies

The Executioner's Path

Specializes in strikes designed to kill. Three tiers of progression.

Prereqs: REF 3, Weapons II

  1. Gain a +3/+7/+12 to single attacks.
  2. Gain a bonus die to damage
  3. Gain
  4. Gain a 100%/200%/300% bonus to exp for attacks that kill.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Illusionist's Path

Specializes in Illusion. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II, Illusion proficiency

    When you take or continue the Illusionist's path...
  1. ...gain a +3/+7/+12 to actions in the Illusion manifestation.
  2. ...gain a bonus die to illusion cantrip.
  3. ...casting the Illusion cantrip will simultaneously turn you invisible and make an illusory clone.
  4. ...gain a 100%/200%/300% bonus to exp for Illusion spells.
  5. ...gain access to the following special abilities:
  6. ...gain access to the following specializations: 3rd tier/4th tier/5th tier illusion spell proficiencies

The Hunter

Specializes in tracking and survival. Three tiers of progression.

Prereqs:

  1. Gain a +3/+7/+12 to Survival actions.
  2. Gain
  3. Gain
  4. Gain a 100%/200%/300% bonus to exp for Survival actions.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Devout

Specializes in channeling divine power. Three tiers of progression.

Prereqs:

  1. Gain a +3/+7/+12 to channel divinity.
  2. Gain
  3. Gain
  4. Gain a 50%/100%/200% bonus to exp for channel divinity actions.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Vanguard

Specializes in leading a combat charge. Three tiers of progression.

Prereqs:

  1. Gain a +3/+7/+12 to initiative.
  2. Gain a +2/+4/+6 to actions taken during the first round of combat.
  3. Gain a melee or a movement fluency at entry to each tier of progression.
  4. Gain a 50%/100%/200% bonus to exp for actions made in the first round of combat.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Thief

Specializes in theft. Three tiers of progression.

Prereqs:

  1. Gain a +3/+7/+12 to Stealth actions.
  2. Gain
  3. Gain
  4. Gain a 50%/100%/200% bonus to exp for Stealth actions.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Virtuoso

Specializes in a wide variety of skills, with a focus on music. Three tiers of progression.

Prereqs:

  1. Gain a +3/+7/+12 to .
  2. Gain
  3. Gain
  4. Gain a 50%/100%/200% bonus to exp for .
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Scout

Specializes in speed and stealth. Three tiers of progression.

Prereqs:

  1. Gain a +3/+7/+12 to .
  2. Gain
  3. Gain
  4. Gain a 50%/100%/200% bonus to exp for .
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Duelist

Specializes in one-on-one combat. Three tiers of progression.

Prereqs:

  1. Gain a +3/+7/+12 to actions while in 1-on-1 combat.
  2. Gain
  3. Gain
  4. Gain a 50%/100%/200% bonus to exp for actions while in 1-on-1 combat.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Witch

Specializes in ritual Spellcraft. Three tiers of progression.

Prereqs: MAN 3, Spellcraft II

    When you take or continue the Witch's path...
  1. ...gain a +3/+7/+12 to cast rituals.
  2. ...double duration for rituals cast.
  3. ...you can augment rituals.
  4. Gain a 100%/200%/300% bonus to exp for casting and utilizing rituals.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

Tier IV Hero Proficiency Paths

The Artificer

Specializes in construction of magical items. Two tiers of progression.

Prereqs:

  1. Gain a +4/+9 to craft magic items.
  2. Gain
  3. Gain
  4. Gain a 300%/400% bonus to exp for crafting magic items.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Knight

Specializes in honorable defense of the innocent. Two tiers of progression.

Prereqs:

  1. Gain a +4/+9 to actions in defense of another.
  2. Gain
  3. Gain
  4. Gain a 300%/400% bonus to exp for actions in defense of another.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations:

The Nethermancer

Specializes in Nethermancy, or Shadow Magic. Two tiers of progression.

Prereqs:

  1. Gain a +4/+9 to Nethermancy spells.
  2. Gain
  3. Gain
  4. Gain a 300%/400% bonus to exp for Nethermancy spells.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations: 4th tier/5th tier nethermancy spell proficiencies

The Seer

Specializes in Prophecy. Two tiers of progression.

Prereqs:

  1. Gain a +4/+9 to Prophecy spells.
  2. Gain
  3. Gain
  4. Gain a 300%/400% bonus to exp for Prophecy spells.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations: 4th tier/5th tier divination spell proficiencies

The Summoner

Specializes in Summoning and Calling creatures. Two tiers of progression.

Prereqs:

  1. Gain a +4/+9 to Summon, Call, and Gate spells.
  2. Gain
  3. Gain
  4. Gain a 300%/400% bonus to exp for Summon, Call, and Gate spells.
  5. Gain access to the following special abilities:
  6. Gain access to the following specializations: 4th tier/5th tier conjuration spell proficiencies

Tier V Hero Proficiency Paths

The Master --

The Archmagus