Path of the Hand

The Path of the Hand teaches crafts, professions, performances, and arts. This Path is useful for earning money and becoming a well-rounded person.

**Requirements:** Novice Calling (Beginner)

**Path Completion Bonus**: +1 to any Attribute

**A Job's A Job**

**Cost**: 75 XP

**Activation**: Passive

*Doing the mundane work isn't sexy, but it pays. The Three Rivers Guild always has something for you to do, even if it isn't adventurous.*

This ability may be taken multiple times. Gain 20sp for each time you've taken this ability (including this), up to 200sp.

**Basic Cooking**

**Cost**: 200 XP

**Expedited** **for**: Mind, Science, Charm

**Activation**: Passive

*You can prepare rations to be healthier and tastier.*

This ability requires a Cooking Kit to use. When you or your allies eat Rations, they gain an additional 2 HP, MP, and Vim.

**Penny-wise**

**Cost**: 200 XP

**Activation**: Passive

Whenever you spend 5sp or more, you spend 1sp less. This stacks with other cost reduction discounts.

**Accountable**

**Cost**: 200 XP

**Activation**: Passive

Your training in finances grants you advantage over prices. Whenever you sell an item for at least 20sp, you gain 5sp more. Additionally, gain +2 to all checks made related to finance, business, trade, or appraisal.

**Journeyman Calling**

**Cost**: 200 XP

**Activation**: Passive

You are well versed in your particular calling. This calling must be the same calling as the prerequisite. When taking an action related to this talent, add +2 to all checks. You may use this to earn 6d6 silver pieces per Intermission. You may take this ability multiple times. Each time you do so, this represents a different calling, but you must have taken the **Novice Calling** for that particular talent.

**Adept Calling**

**Prerequisite**: **Journeyman Calling**, Level 6

**Cost**: 200 XP

**Activation**: Passive

You are quite experienced in your particular calling. This calling must be the same calling as the prerequisite. When taking an action related to this talent, add +4 to all checks. You may use this to earn 3d6 times 5 silver pieces per Intermission. You may take this ability multiple times. Each time you do so, this represents a different calling, but you must have taken the **Journeyman Calling** for that particular talent.

**Expert Calling**

**Prerequisite**: **Adept Calling**, Level 9

**Cost**: 300 XP

**Activation**: Passive

You are truly great in your particular calling. This calling must be the same calling as the prerequisite. When taking an action related to this talent, add +6 to all checks. You may use this to earn 6d6 times 10 silver pieces per Intermission. You may take this ability multiple times. Each time you do so, this represents a different calling, but you must have taken the **Adept Calling** for that particular talent.

**Master Calling**

**Prerequisite**: **Expert Calling**, Level 12

**Cost**: 300 XP

**Activation**: Passive

You are masterful in your particular calling. This calling must be the same calling as the prerequisite. When taking an action related to this talent, add +9 to all checks. You may use this to earn 3d6 times 50 silver pieces per Intermission. You may take this ability multiple times. Each time you do so, this represents a different calling, but you must have taken the **Expert Calling** for that particular talent.

**Grandmaster Calling**

**Prerequisite**: **Master Calling**, Level 18

**Cost**: 300 XP

**Activation**: Passive

You are a legend in your particular calling. This calling must be the same calling as the prerequisite. When taking an action related to this talent, add +12 to all checks. You may use this to earn 6d6 times 100 silver pieces per Intermission. You may take this ability multiple times. Each time you do so, this represents a different calling, but you must have taken the **Master Calling** for that particular talent.

**Craftsman I**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Adept Calling**

**Cost**: 300 XP

**Activation**: 3 Actions, 3 Vim

*Your craft has taught you how to put things together and take them apart.*

This ability may be taken only if you have an **Adept Calling** which could be considered a craft. Disable an adjacent mechanical or alchemical trap.

**Specialist I**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Adept Calling**

**Cost**: 300 XP

**Activation**: 1 Action, 2 MP

This ability may be taken only if you have an **Adept Calling** which could be considered a profession or expertise. Gain +6 to an immediate Wisdom or Intelligence check, except for checks made to determine if you know something.

**Craftsman II**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Master Calling**, Tinker’s Training (Engineer)

**Cost**: 400 XP

**Activation**: Passive

This ability may be taken only if you have a **Master Calling** which could be considered a craft. Your Bluespace increases by 12.

**Specialist II**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: **Master Calling**, Fast Learner I (Scholar)

**Cost**: 400 XP

**Activation**: Passive

This ability may be taken only if you have a **Master Calling** which could be considered a profession or expertise. Your Intelligence increases by +1.