Knowledge Pathways

## What is a Knowledge Pathway?

A Knowledge Pathway is where you put points in a certain kind or Knowledge stat. The stat will help you advance in a certain understanding. Kind of like going to College and learning a certain field. In Game your character will need to have some sort of interest in your pathway.For example, Someone who studies Arcana would not pass up the opportunity for a scripture(Scroll). Showing that your champion is studying in game could be rewarded.

*\*Not everyone needs to have a Knowledge pathway.\**

## Arcana

1. Ancient mysteries - Know the Legends of magic. No need to roll when dealing with Magic lore.
2. Ether traditions - Rituals are common to you. You know how to create and what rituals are. (Rituals are the belief that doing a bunch of magical task using multiple peoples abilities can create combination effects)
3. Arcane symbols - Can Read Scrips and Ancient Scrolls. Azani believe that saying the words of the ancient gods would grant them unexplainable powers.
4. Casting - Understanding the ability to cast spells and abilities you are immune to Timed limitations. (Except duration)
5. Constructs  - Being able to control a being made out of Ether.
6. Ether beasts - Understanding how Ether works in beast you're able to control and train beast to use ether abilities
7. Ability Understanding - You understand abilities so well you know what your enemy's abilities are.
8. Ability Proficiency - Reduce all the cool downs of your abilities by 1.
9. Ability Crafting - You can create your own abilities. You can even create abilities for your party. (As long as the class you're crafting an Ability for has less than 12 abilities)
10. Arcana Profession - Do not have to role for Knowledge when you are a know it all of all things Ability/Magic

## Architecture and engineering

1. Buildings
2. Technology
3. Weapon Crafting
4. Armor Crafting
5. Shield Crafting
6. Enchanted Items
7. Crafting Enchanted items
8. Crafting Elemental Weapons
9. Steambot Crafting
10. Architect - Do not have to role for Knowledge when crafting. Your Crafts are always Successful. You can make anything given the right materials.

## Geography

1. Lands
2. Materials
3. climate
4. people
5. Elemental Understanding
6. Revealed Areas
7. Reveal Traps
8. Land Map Crafting
9. Trap crafting
10. Geographer - You do not have to roll when making Geography checks (Knowledge). The GM will tell you if there is something about the Area you need to know.

## History

1. Government
2. Wars
3. Colonies
4. Migrations
5. Founding of cities
6. Family lines
7. Medical History
8. Philosophy
9. Astronomy
10. Historian -- Do not have to role for History checks you are a master at all things history and would simply know.

## Local

1. legends
2. personalities
3. inhabitants
4. laws
5. customs
6. traditions
7. humanoids
8. creatures
9. City map crafting

## Nature

1. Animals
2. Plants
3. Seasons and cycles
4. Weather
5. Elemental understanding

## Religion

1. Gods and Goddess - Worship a God/Goddes of your choice. (With their worship you gain a buff. )
2. Religious stories - You know the stories of each type of religion and dont have to roll for knowledge checks when dealing with religion.
3. Worship - You are able to gain a buff when worshiping your god.
4. Ecclesiastics - Allows you a direct link to your god. When something effects you or your god your god automatically provides you a buff. (When dealing with money/currency Dantel will automatically lower prices and bribe your dealers.)
5. Holy symbols - You can read Holy scriptures. Holy Scriptures will provide specific buffs. (Could be a damage to a specific creature/race)
6. Undead/Paranormal - You have a lot of knowledge against these creatures. If exorcizing a being that is dead you will receive a "Dead man's Buff" That will increase your stats for a short duration. You have the ability to talk to the dead.
7. Cleansing - You can cleanse yourself or your ally's conditions 2 times per battle.
8. People - For every person you personally save you gain a follower for your faith.
9. Cleric - Your followers grant you 1 point to your buff's stats for having said religious belief.
10. Noble Cleric, you are a religious leader. You do not have to roll when asking your God/Goddess for Faith. You can apply your buff from your religion naturally as your God/Goddess is always looking out for you.

http://www.dandwiki.com/wiki/Expanded\_Religions\_%283.5e\_Variant\_Rule%29