Epithets
Source War of Immortals pg. 31
As your story unfolds, your personality and deeds begin to shape the potential of your divine spark. You come to bear an epithet—a word or phrase that seems to always stick in the mind of those describing you. Your epithets grant you additional abilities, especially when your divine spark is brought to the surface.
The BraveYour deeds show fearlessness: when a beast surfaces, you're there to fight it; when someone's lost in the dark, you're first to the rescue. You're trained in
Athletics. After you Spark Transcendence, your body carries you forward, allowing you to Stride up to half your Speed in a straight line toward one enemy of your choice as a free action. Once you have used this ability on a given enemy, you can't use it against that enemy again for 10 minutes.
Why race a hare across a meadow, or a salmon up a waterfall? Why face a titan in a test of strength? Wouldn't it be better to best your foes with a bit of creativity? After all, the stories that echo throughout history are always those where wits and trickery, rather than raw talent or power, win the day. You are trained in
Deception. After you Spark Transcendence, you can
Create a Diversion or
Feint as a free action.
Speed, subtlety, and precision. Your feet rush as fast as a gale, but your fingers touch as lightly as a breeze. You are trained in
Thievery. After you Spark Transcendence, you can attempt to
Steal or
Palm an Object. When you Spark Transcendence, you can Interact as a free action to reload or draw a weapon ikon, either directly before or directly after your transcendence action. The weapon ikon must be a ranged weapon with the
reload trait or a one-handed melee weapon with the
thrown trait.
To be a hero is to endure countless hardships and stand where others have fallen, shouldering dreams and destinies in their stead. Though this weight may reach your eyes, you bear this burden so that those under you can live smiling. You are trained in
Diplomacy. After you Spark Transcendence, your act resonates with bittersweet poignancy, making one enemy of your choice within 30 feet who witnessed the act
dazzled as tears or memories dance in their eyes. This is an
emotion and
mental effect. The enemy remains dazzled until the start of your next turn, and then they are temporarily immune for 10 minutes.
Whether out of overconfidence, a desire to protect your comrades, or the unslakable thirst for glory, you invite challengers to strike you down. You are trained in
Intimidation. After you Spark Transcendence, you can boast to one enemy within 30 feet to draw its attention; this effect has the
auditory,
emotion,
mental, and
linguistic traits. Until the start of your next turn, the target takes a –1 status penalty to attack rolls, damage rolls, and skill checks against creatures other than you, and it gains a +1 status bonus to these rolls when targeting you.
Leaders must live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in
Diplomacy. After you Spark Transcendence, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a
mental and
emotion effect. The ally is then temporarily immune for 10 minutes.
Your dominion is over stone and soil, the pillars holding up the stage of history's great legends. You gain the Energized Spark feat (page 35) for your choice of earth or fire. When you critically succeed on a Strike and the target of the critical hit is standing on a surface of earth or stone, the target is driven down and mired in the ground. The target is
immobilized and must succeed at an
Escape attempt against your class DC to end the immobilization. The creature doesn't become stuck if it is
incorporeal, is liquid (like a
water elemental or some
oozes), has a burrow speed, or could otherwise escape without effort.
When you Spark Transcendence while standing on a surface of earth or stone, you can choose to shatter the surface in a 10-foot emanation, making it
difficult terrain. You are not affected by this difficult terrain.
You flourish in spring and idle in summer, give in fall and take in winter. You gain the Energized Spark feat for your choice of cold, fire, void, or wood. When you critically succeed on a Strike, you can Step as a free action in a whirl of leaves, snow, blossoms, or shimmering heat. The season changes, rotating each time you use this ability.
When you Spark Transcendence, you gain temporary Hit Points equal to half your level as you are reinvigorated by the changing of the seasons; these temporary Hit Points last until the start of your next turn.
Though you are a warrior, you respect the power of song, oratory, and other arts, knowing it is these forces that make fights worth fighting. You gain the Energized Spark feat for your choice of sonic or vitality. When you critically succeed on a Strike, haunting melodies play around the target, making them
stupefied 1 unless they succeed on a Will save against your class DC.
When you Spark Transcendence, your divine spark releases a sublime song that harmonizes with your allies. Until the start of your next turn, any of your allies that starts their turn within 30 feet of you can hum to Sustain one of their effects that can be sustained. This is a free action triggered by the ally's turn beginning. Your song then ends, and that ally can't benefit from this ability again for 10 minutes. This is an
auditory and
mental effect.
For as long as there have been gods, they have made war, and you aim to stand atop the pile when the fighting's over. When you critically succeed on a Strike, divine skill at arms guides your weapon, granting you the
critical specialization effect for the weapon group. If you already had access to the critical specialization effect for this weapon, your weapon gains the additional critical specialization effect of the
grievous rune.
After you Spark Transcendence, your impeccable battle form strikes fear. An enemy of your choice within 30 feet must succeed at a Will save against your class DC or be
frightened 1. That creature is then temporarily immune to this effect for 10 minutes. This is an
emotion,
fear,
mental, and
visual effect.
Your dominion is over the ocean, the great source and ultimate taker of lives. You gain the Energized Spark feat for your choice of water or cold. When you critically succeed on a Strike, water blasts the target and those nearby. This deals bludgeoning splash damage equal to the number of weapon damage dice to the target and all creatures within 10 feet of it. This effect has the
water trait.
When you Spark Transcendence, you can Step, your body carried along by a surging tide. If your transcendence affected an enemy, you can instead move that enemy 5 feet in a direction of your choice unless it succeeds at a Fortitude save against your class DC. If you move an enemy who started out adjacent to you, you can Step into the space it vacated.
The sky overhead is yours to command as lightning strikes your soul. You gain the Energized Spark feat for your choice of electricity or sonic. When you critically succeed on a Strike, a thunderclap booms! The target must make a Fortitude saving throw against your class DC. On a failure, they are knocked
prone and
deafened for 1 minute. This is a sonic effect.
When you Spark Transcendence, you can choose to become electrically charged until the start of your next turn. Any creature that touches you or damages you with an
unarmed attack or non-
reach melee weapon while you're charged takes 1d6 electricity damage as lightning courses back to them.
Your legacy is written in the lives you save. In your presence, coughs cease and aches abate, as a soft glow fills any living being in your presence. Magic flowing from one hand stitches wounds, and vigor ebbs from the other. After you Spark Transcendence, choose any number of willing or
unconscious creatures in a 30-foot emanation. Each of these creatures that's
dying loses the dying condition and remains unconscious at 0 Hit Points, and each one that isn't dying gains 10 temporary Hit Points that last until the start of your next turn. This is a
healing vitality effect.
Those who make great names for themselves as heroes are called upon to train those who follow them, and such is your destiny—to be remembered not through your own deeds but through the progeny who you hope will one day surpass you. After you Spark Transcendence, you can attempt to
Recall Knowledge about one enemy you can see as a free action and instantly transmit any knowledge you gain as a result to every ally within 60 feet. The first piece of knowledge you gain when Recalling Knowledge in this way is always the enemy's immunities. If the enemy has no immunities, you learn its greatest resistance; if it also possesses no resistances, you learn its greatest weakness; if it possesses none of the above, you learn its lowest saving throw.
Whether your destiny is monarch or god, the spirit of all rulers past and future grants you an unrivaled commanding presence. After you Spark Transcendence, you can exude an air of authority until the start of your next turn. If any enemy fails at an attack roll against you during this time, you can attempt an
Intimidation check to
Demoralize that enemy as a free action as you rebuke it for its foolish attempt to stand against your authority.
Though your tales are not sung out loud, they still live on as cautionary tales, whispers, tall tales, and half-believed rumors. You walk hidden behind stars, capable of taking anything; the lights of the heavens are not safe from your avarice. After you Spark Transcendence, as a free action you can attempt a check to
Palm an Object or to
Steal an item from an enemy within 30 feet. The relocated objects simply disappear and reappear in your hand.