
Pick Your Path
In The Age of Heroes, there are four paths that an Adventurer may walk. Each Path has its own boons and shortcomings. Pick carefully, for you may not choose another as long as you live.

Champion
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Double Attack
Or
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Double your health.
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Melee +1
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Parry +1
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Ranged +1
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Aura of Courage.
Champions. They are what most minds go to when they think of great Adventurers. Those such as Theobald the Colossus. A man so large and imposing he beat back hordes of Orc warriors at The Battle of Goblin Hill before succumbing to his wounds. But he gave his allies enough time to rally and finally win the battle at hand.
Champions stand in the gap; they protect their comrades and are the fiercest of foes for they are skilled combatants and heavily armored.
Path Features
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Double Attack.
You may make two attacks per round. Players may only make one attack per round, however, picking this path allows the fighter to make two attacks per round.
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Double your health.
Players start with a determined amount of Hits according to their body score + 5. While playing this path the player may take the score and double it. A player’s Hit total may not exceed 20.
For example, Jim is playing a Mercenary named Gareth. Jim plays Gareth as a hulking protector, taking hits for comrades that no one else could survive. So, Jim puts 3 dots in body so that his score equals 8. If you double that, it becomes 16.
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Aura of Courage.
In a 15’ radius the Champion’s courage in the face of overwhelming odds is infectious. While in the aura each ally gains advantage on any Sanity Check or Body Check.
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Parry.
This attribute is special to the Champion. Only they may add this number to their Armor Score. It also doesn’t matter which Champion Path you choose.
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Add 1 dot in each Melee and Ranged.

Priest
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Healing Burst
Or
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Smite
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Heal +1
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Religion +1
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Soul Magic +1
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Turn Undead a number of times equal to your Religion Score.
Most Priests prefer to lead peaceful lives. They are beacons of hope and leaders in their communities. They tend to the sick and can heal the most grievous of wounds. Some say they also can bring people back from death’s door.
Still, some help in society by protecting human life and going on dangerous quests to thwart the plans of The Dark One. The most famous of these brave servants is a man known as Gregor “The Great”. A prophet of great renown. He lived a truly magnificent life, fighting the denizens of the deep and as legend would have it, single handedly closed the Gates of Hell on the Mortal Plane. Rising to Sainthood, priests far and wide pray to him and ask his guidance and protection.
Path Features
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Healing Burst.
Heal your allies or yourself by the strength of faith. Use your soul to magically connect to the Bright One and give his life healing light to those around you or yourself. You may perform a Healing Burst a number of times equal to your Soul Magic per day, giving healing to allies around you in a 20’ radius equal to your religion score.
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Smite.
Bring down righteous judgement on those who oppose the Bright One equal to your Soul Magic per day. Use the power of your soul to infuse your strike with holy force. Add 1d6 for every dot in Religion.
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Add 1 dot in each Heal and Religion.
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Soul Magic.
This is the strength of your connection to the Bright or Dark One. It also dictates the Tier of Magic you have access to, and in some cases the power in which you perform miracles.
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Turn Undead
Turn undead a number of times equal to your Religion Score, destroying all lesser undead creatures in a 20’ radius. Undead abominations are unnatural and especially vial to those who are the sons and daughters of Light. It is well known that members of the church’s clergy will fervently seek any such ghoul or undead denizens that disturb the living.

Thief
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Disable Traps
Or
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Vanish
Or
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Assassinate
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Disable Trap +1
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Pick Lock +1
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Stealth +1
With great risk, comes great reward!
These characters are found far and wide. Thieves, the second most common path aside from Champion, live and breathe adventure. The most risk taking of the four paths and often the most prosperous. They are often sought after for their intelligence and wide knowledge of things. While some are hands off in their approach, many like to get dirty. These are the thieves of legend. Those such as Sparax “The Silent” and Umbrenia “The Bold”. A Brother and Sister duo who stole the Urn of Valor and the Genesis Staff from the ruins of The Rusted Temple in Bullywog Swamp.
Path Features
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Disable Traps.
You are skilled at disarming traps and sabotage. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors. If you don’t choose this as your main Path Feature, you may still disarm traps, but you are unable to sabotage devices.
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Vanish.
Activating this feature does not provoke attacks of opportunity. As part of this feature, make a single melee attack against an enemy within reach. After the attack, you bend the light around you, leaving an after image in place, and teleported up to 30 feet away within sight.
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Assassinate
If a Thief can catch an opponent when they are unable to defend themselves effectively from her attack, she can also strike a vital spot for extra damage. Or even when opportunity strikes can even kill an opponent outright. Lastly, this skill is only available to the Thief Path.
Combat: Use her stealth score vs. the opponent’s perception score. If she wins the exchange, then she is considered stealthed and she may add her Assassinate score to damage on her next turn.
None Combat: Use her Stealth score vs. the opponents Perception score. If she wins, then she makes an assassination attempt. Make an Assassination attack role (2d6 + Assassinate + melee or ranged). The Thief must beat the opponents AC minus their shield bonus.
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Add 1 dot in each Disable Trap, Pick Lock, and Stealth.
