Faith Specialist

Faith specialists focus their training and study into a specific Faith discipline. Only Faith Classes (full or mixed) may become a Faith Specialist and most Faith classes can only have one Faith Specialization with the exception of  Priests, who may take up to two.

Faith Path Discipline
Holy Healing Blessing Protection Invocation Exorcism
Demonic Corruption Curse Disease Necromancy Summoning
Primal Aspects Forces Hemomancy Shape Shifting Beast Calling
Psionic Telekinesis Telepathy Omens Psicognition Psimaturgy

In order to maintain a Faith Specialization in a specific Discipline of Faith powers you must always maintain more powers in the Discipline you are specialized in than any other single Discipline. If at any point your choice of powers breaks these requirements your Specializations is deactivated until the conditions are met again.

Holy Specializations


Healing

Rank1 – Healing powers award 1 extra Faith when successful and reduce Faith by 1 less for failures
Rank2 – Receive +10% Critical hit chance on healing powers and -5% Critical Failure chance with Holy powers
Rank3 – Some of your Healing powers gain the additional effects: Healing touch can chain to other friendlies in base contact (use Difficulty per target); Remove Curse and Cure only cost 4 Difficulty if used as an instant; Regeneration can be compressed down into 3 rounds if desired; ‘Heal’ now also cures non-permanent injuries, see Injuries (Minor Heal cures Minor Injuries, Major Healing cures Major Injuries, Vital Healing cures Critical Injuries); Healing Spring has its radius increased by 2″; Mass Healing has its base Difficulty reduced by 2;
Rank4 – Requires 2 Skill Points; Healers Redemption: Anytime you fail a Difficulty test with a Healing power your next Healing power automatically passes its difficulty test, it does however still require that you have enough Faith to use that power (not including prayer of Agreement)

Blessing

Rank1 – Blessing powers award 1 extra Faith when successful and reduce Faith by 1 less for failures
Rank2 – Your Blessings are incorruptible (cannot be removed or stolen in any way) and now persist through combat and last up to 1 day (resting cancels the effect); also receive +3% Critical hit chance and -5% Critical Failure chance with Blessings
Rank3 – Benediction: may choose to cast any Blessing as a Benediction, placing a Tier 1 “Benediction” version of the blessing on all friendly targets within 15″ (targets may choose to refuse the blessing)
Rank4 – Requires 2 Skill Points; Perpetual Blessing: You may always have a single Perpetual Blessing on you, based on your Current Faith; at the start of each new day you can select one blessing that if you have the enough Faith to cast is automatically applied to you; if your faith is reduced below that amount the blessing is no longer active, however if your Faith goes back up it will be reactivated automatically

Protection

Rank1 – Protection powers award 1 extra Faith when successful and reduce Faith by 1 less for failures
Rank2 – All Protection powers have -1 difficulty; increased to -2 once hitting level 11 (does not stack with Virtue of Faithfulness); also -5% Critical Failure chance with Protection powers
Rank3 – Any time you drop below 25% HP you immediately self-cast any Protection power you know, if passing a Difficulty test (failure does not reduce Faith), with effects applied before any further attacks are made against you; if using Guardian Angel, it immediately summons a Guardian Angel; if using Redirection, the effect is delayed until the targets next turn
Rank4 – Requires 2 Skill Points; Faith Shield: At any time you may consume Faith to reduce incoming damage of any kind, at a rate of 1 Faith per damage reduction

Invocation

Rank1 – Invocation powers award 1 extra Faith when successful and reduce Faith by 1 less for failures
Rank2 – Receive +3 to hit and +3% Critical hit chance and -5% Critical Failure chance with Invocation powers
Rank3 – All holy damage on invocation powers is increased by 0.5 per level
Rank4 – Requires 2 Skill Points; Double Invocation: You may cast two Invocation powers as a single action however you must add the difficulty of the two powers together and treat them as a single cast for the purposes of determining success or failure

Exorcism

Rank1 – Exorcism powers award 1 extra Faith when successful and reduce Faith by 1 less for failures
Rank2 – Receive +3 to hit and +3% Critical hit chance and -5% Critical Failure chance with Exorcism powers
Rank3 –All demons, undead, or demonically possessed/influenced targets must pass an Initiative test before moving into contact or attacking the Exorcist; when the Exorcist moves into base contact with any of these targets it must pass an initiative test once the Exorcist has completed its action, where failure forces the target to move (full distance) directly away from the Exorcist, doing so counts as Disengaging from Combat and the Exorcist may attack the target for doing so (this is a special case that subverts the normal rules for Disengaging from Combat against your will); once passing an Initiative test against the Exorcist the target is no longer required to pass further tests
Rank4 – Requires 2 Skill Points; Overwhelming Belief: You are so sure of your beliefs that your exorcism powers and specializations can be used against anyone that you truly believe to be evil

Demonic Specializations


Corruption

Rank1 – When failing a difficulty roll with a Corruption power, you may reduce the Faith lost (down to a minimum of 1) by sacrificing HP, at a rate of 1 less Faith lost per 1d6 HP sacrificed
Rank2 – Receive +3 to hit and +3% Critical hit chance and -5% Critical Failure chance with Corruption powers
Rank3 – All demonic damage on Corruption powers is increased by 0.5 per level
Rank4 – Requires 2 Skill Points; Aura of Corruption: Anything inside a 3″ radius around the Corruption specialist is automatically effected by the Corrupt power each round

Curse

Rank1 – When failing a difficulty roll with a Curse, you may reduce the Faith lost (down to a minimum of 1) by sacrificing HP, at a rate of 1 less Faith lost per 1d6 HP sacrificed
Rank2 – Receive +3 to hit and +3% Critical hit chance and -5% Critical Failure chance with Curses
Rank3 – All curses become “Empowered” Curses and have either their effects doubled or hit two targets, but cost an additional 2 Difficulty
Rank4 – Requires 2 Skill Points; Vengeful Curse: Anytime you take damage from a Critical hit and/or max damage attack you may immediately cast a curse (for free and out of turn) upon the target that Critically hit you

Disease

Rank1 – When failing a difficulty roll with a Disease, you may reduce the Faith lost (down to a minimum of 1) by sacrificing HP, at a rate of 1 less Faith lost per 1d6 HP sacrificed
Rank2 – Increases the Natural resistance reduction of your diseases to 10 times the Tier of the Disease (instead of the normal 5); also -5% Critical Failure chance with Disease powers
Rank3 – All diseases can added to a regular physical melee/ranged attack or unarmed Focus ability, converting into a “Diseased Strike/Shot”, this prevents any off-hand attacks; use a single hit roll but treat as two separate attacks for bonuses and defenses (similar to a Spirit Strike Power); if the physical portion of the attack fails to hit then the disease portion does as well, with the exception of Plague type diseases
Rank4 – Requires 2 Skill Points; Plague Doctor: Can grant immunity to any of your diseases to any friendlies you select at the time of casting and all plagues (as well as Creeping Rot) have their radius increased by 1″

Necromancy

Rank1 – When failing a difficulty roll with a Necromancy power, you may reduce the Faith lost (down to a minimum of 1) by sacrificing HP, at a rate of 1 less Faith lost per 1d6 HP sacrificed
Rank2 – All Necromancy powers have -1 difficulty; increased to -2 once hitting level 11 (does not stack with Virtue of Faithfulness); also -5% Critical Failure chance with Necromancy powers
Rank3 – You may re-roll the effect dice for the following powers (must keep second roll): Fortify the Dead, Devour Soul, Bone Shield and Mend Undead; you may also re-roll the HP of any undead minion created (must keep second roll)
Rank4 – Requires 2 Skill Points; Soul Binding; Any time you use Animate Dead on a target that was slain during the current battle and that has a Soul (3rd Creation only), the soul is temporarily bound to its corpse; this prevents the opportunity to resist that souls normally have as the soul is not driven out prior to animation; as a result the animated target retains all of the special abilities it had in life for the remainder of the battle; once the battle ends the Soul Binding ends and the soul flees its corpse, losing all special abilities and becoming a regular ‘Living-Dead’ minion

Summoning

Rank1 – When failing a difficulty roll with a Summoning power, you may reduce the Faith lost (down to a minimum of 1) by sacrificing HP, at a rate of 1 less Faith lost per 1d6 HP sacrificed
Rank2 – -5% Critical Failure chance with Summoning Powers; also when failing a wisdom test and losing control of your summoned entities you DO NOT lose your turn
Rank3 – Treat your Faith has being 1 point higher for every 5 levels when determining the threshold for losing control of summoned demons (i.e. Current Faith+1 at level 1-5, Current Faith+2 at level 6-10, etc… before having to take a wisdom test)
Rank4 – Requires 2 Skill Points; Iron Will: You may re-roll your Wisdom when testing to see if you lose control of your summoned entities, and even if you fail a second time your out-of-control entities will not attack you (except for Demon Princes)

Primal Specializations


Aspects

Rank1 – When casting Aspects treat your current Faith as if it were 2 points higher than it is (i.e. can can attempt to cast a Difficulty 12 power when you only have 10 Faith)
Rank2 – Can have two self cast Aspects active at the same time; also -5% Critical Failure chance with Aspects
Rank3 – All Aspects become “Greater” Aspects and effect up to 4 targets per cast, but cost an additional one Difficulty per extra target
Rank4 – Requires 2 Skill Points; Leader of the Pack: Whenever you cast Greater Aspects, you gain additional benefits as though you were 1 Tier higher for every additional Aspect of that type beyond your own; this can in effect cause Aspects to be cast at Tiers higher than normally possible (i.e. if Greater Aspect of the Griffon is cast on yourself and 3 other friendly targets it would in effect be Tier 9 in power, gaining a 2.9 bonus multiplier)

Forces

Rank1 – When casting Forces treat your current Faith as if it were 2 points higher than it is (i.e. can can attempt to cast a Difficulty 12 power when you only have 10 Faith)
Rank2 – Receive +3 to hit and +3% Critical hit chance and -5% Critical Failure chance with Forces
Rank3 – +1 damage and healing with Force powers for every five levels; Tidal Force and self-cast Survival or Regrowth have Difficulty reduced by two
Rank4 – Requires 2 Skill Points; Double Force: You may cast two Force powers as a single action however you must add the difficulty of the two powers together and treat them as a single cast for the purposes of determining success or failure

Hemomancy

Rank1 – When casting Hemomancy powers treat your current Faith as if it were 2 points higher than it is (i.e. can can attempt to cast a Difficulty 12 power when you only have 10 Faith)
Rank2 – +10% Critical hit chance with Coagulate & Transfusion; also +3 to hit and -5% Critical Failure chance with Hemomancy powers
Rank3 – Converts 20% of all Hemomancy damage done into HP for the caster
Rank4 – Requires 2 Skill Points; Blood Soaked: If 1 or more HP restored from Rank3 Hemomancy specialization is wasted due to being at max HP (aka if it over heals) your next offensive Hemomancy power has +10% Critical hit chance; alternately, Blood soaked can apply if your target is suffering from a physical damage based Bleed

Shape Shifting

Rank1 – When casting Shape Shifting powers treat your current Faith as if it were 2 points higher than it is (i.e. can can attempt to cast a Difficulty 12 power when you only have 10 Faith)
Rank2 – Anytime you shape shift into a new form (incl returning back to your normal form) any target (friend or foe) w/in 10″ and w/in LoS immediately has their Initiative Score reduced by 4 for the remainder of the battle; this has no effect on those who have already witnessed the Shape Shifters transformation (friend or foe); -5% Critical Failure chance with Shapeshifting powers
Rank3 – Can shift directly from one shape shift form to another without returning to humanoid form; each shape shift automatically clears one de-buff of any kind
Rank4 – Requires 2 Skill Points; Primal Regeneration: Any time you shift into a new form you gain a d6 worth of regeneration per Difficulty of the new form; the total number of d6’s is distributed evenly across 4 rounds with extra dice placed starting in the 1st round; this effect cannot Critical hit; shifting again cancels any current regeneration and replaces it with the new forms regeneration

Beast Calling

Rank1 – When casting Beast Calling powers treat your current Faith as if it were 2 points higher than it is (i.e. can can attempt to cast a Difficulty 12 power when you only have 10 Faith); This also effectively increases the threshold for losing control of summoned beasts by 2 (i.e. can have the total Difficulty of all called beasts equal to Current Faith+2 before having to take a wisdom test)
Rank2 – -5% Critical Failure chance with Beast Callings; also when failing a wisdom test and losing control of some or all of your Called Beasts you DO NOT lose your turn
Rank3 – When calling beasts you may elect to increase the “critical-hit” chance by an amount equal to the difference between the Difficulty of the power and the natural Difficulty roll (i.e. rolling a 16 on a Difficulty 6 Beast Calling would grant +10% crit chance)
Rank4 – Requires 2 Skill Points; Loyal Companion: If you are knocked unconscious any Called beasts will remain in play and will act to defend you, gaining +20 to hit +4 damage with all attacks until you regain consciousness

Psionic Specializations


Telekinesis

Rank1 – Telekinesis powers award 2 extra Faith when successful
Rank2 – All Telekinesis powers have -1 difficulty; increased to -2 once hitting level 11 (does not stack with Virtue of Faithfulness); also -5% Critical Failure chance with Telekinesis powers
Rank3 – Any physical attack that you make, including physical damage inflicted as part of a Telekinetic power, is passively amplified by your Telekinetic powers, receiving +5 hit and +1 dam
Rank4 – Requires 2 Skill Points; Guardian Blade: Anytime you are in base contact with more than one opponent a telekinetic copy of your main hand weapon is created; the copy is treated as an off-hand attack (in addition to any existing off-hand attacks) but only does 1/2 damage; the telekinetic blade remains active even when you are CC’d or knocked unconscious and will attack anyone who threats you

Telepathy

Rank1 – Telepathic powers award 2 extra Faith when successful
Rank2 – Receive +3 to hit and +3% Critical hit chance and -5% Critical Failure chance with Telepathic powers
Rank3 – When successfully using Telepathic powers on a target you may learn one piece of information about them as a byproduct (such as current HP, a single Resistance value, AC value, a particular weakness, etc…); this information is private so GM must share it with the caster in secret (i.e. write it down and show them) without the rest of the party seeing it)
Rank4 – Requires 2 Skill Points; Artificial Intelligence: Your Telepathic abilities are so strong that you can actually impart an artificial intelligence into a mindless entity/creature/being such as a Golem, certain types of undead, constructs, etc…; when used on entities that are not normally under your control (i.e. they are controlled by your enemies) this counts as an action and you must pass a Difficulty test equal to the level of the entity you wish to control; this grants control for up to 1 day (re-test at the beginning of each new day if required) and can only be maintained on one target at a time

Omens

Rank1 – Omens award 2 extra Faith when successful
Rank2 – Allows for two omens to be active on a single at the same time, if cast by the Omen specialist; also -5% Critical Failure chance with Omens
Rank3 – All omens become “Grand” Omens, have +10 resistance vs dispelling, and effect up to three targets/cast, but cost an additional two Difficulty/extra target
Rank4 – Requires 2 Skill Points; Advanced Reading: You can cast all Omens as instant abilities so long as you do not cast an Omen as an action that round

Psicognition

Rank1 – Psicognition powers award 2 extra Faith when successful
Rank2 – Reduce the difficulty of casting Psicognition powers on friendlies by 2; also -5% Critical Failure chance with Psicognition powers
Rank3 – You may re-roll any failed Psionic Difficulty roll, if it is a power other than Psicognition apply a -2 modifier to the second roll
Rank4 – Requires 2 Skill Points; Major Premonition: Can force any enemy to re-roll their hit dice when they attack you; must abide by second roll

Psimaturgy

Rank1 – Psimaturgy powers award 2 extra Faith when successful
Rank2 – +10% Critical hit chance on Psimaturgy healing powers and -5% Critical Failure chance with Psimaturgy powers
Rank3 – Anytime you drop below 25% HP (even if this results in death) immediately cast (for free and out of turn, once per round) your highest Tier single target heal on either yourself or another friendly target within range of the heal; this bonus Heal cannot Critically hit
Rank4 – Requires 2 Skill Points; Psimaturges Redemption: Anytime you fail a Difficulty test with a Psimaturgy power your next Psimaturgy power automatically passes its difficulty test, it does however still require that you have enough Faith to use that power