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.
Show all Epithets
Root Epithets
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.