Overseer - Class Tree
Overseer (Not Playable in Starter Set)
Devoted martial commanders who lead from the front in blessed or discipline-forged plate, Overseers combine exceptional armor mastery with auras, command abilities, and unshakable authority, inspiring allies who stand near them, breaking the will of evil through proximity alone, and serving as the unmovable standard around which armies and adventuring parties alike can rally and hold.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Lawful, Moral and Ambivalent, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Overseer's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: Bast -5, Ogre -5, Troll (Bridge) -5, Troll (Sand) -5, Drāco Blood -5, Drow -5, Dwarf (Glimmerstone) -5, Gnoll -5, Orcus -5, Goblorc -5, Pinkling -5, Ratkin -5, Drevane -5, Emberscale -5, Imperials -5, Leshy -5, Primal -5, Skrath -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Overseer's Oath, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Unbroken Vanguard, Once Per Day the Overseer plants their banner, granting every ally within earshot a shield equal to their Piety SCR that absorbs damage before Life.
Extra 1d6 + LVL holy damage on Critical Hits.
Once per encounter, Overseers can Flourish their weapon to grant an ally a free Defense roll.
Overseers get +5 feet their base movement speed, once per encounter.
Overseers get +4 plus their PIETY SCR on Knowledge checks involving religious lore.
Overseer Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Archon - A disciplined Overseer who commands the battlefield like a seasoned legion officer.
Alignment: Moral
Observance: Service and care. Devotion is spent on other people rather than performed.
Will not share a Character with: Evil and Amoral.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Battleguard - An Archon who commands the frontline like a seasoned field officer.
b. Defender - An Archon devoted to holding ground and protecting allies over dealing damage.
c. Legionnaire - An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
ii. Crusader - A zealous Overseer who leads the charge, carrying faith into battle like a weapon.
Alignment: Lawful
Observance: Oath, record and public rite. Devotion is witnessed and written down.
Will not share a Character with: Evil, and any Path that takes by force what it has not earned.
The Higher Power bonus requires holding Lawful exactly, and that same base carries through all three of its Branches below.
a. Blessed Knight - A Crusader anointed for battle, carrying a blessing into every fight.
b. Devout - A Crusader whose unwavering faith fuels every strike.
c. Trojan - A Crusader who breaks through enemy lines by sheer, disciplined force.
iii. Paladin - A protective Overseer who shields allies with radiant conviction and steadfast defense.
Alignment: Lawful
Observance: Oath, record and public rite. Devotion is witnessed and written down.
Will not share a Character with: Evil, and any Path that takes by force what it has not earned.
The Higher Power bonus requires holding Lawful exactly, and that same base carries through all three of its Branches below.
a. Guardian - A Paladin devoted entirely to shielding allies from harm.
b. Radiant - A Paladin who channels holy light directly into devastating, purifying strikes.
c. Templar - A Paladin sworn to disciplined defense, holding the line above all else.
Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Blacksmith, Stonesmith, Enchanter, Shieldwright
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Overseer Tier Armaments
▸ Select to Expand Armaments
Armor Threshold (Tier): Heavy Grade. Armor heavier than Heavy will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).Weapon Proficiency (Tier): Variant: Telluric. Type: Tactical. Hand: 2h, 1h (Main), or 1h (Off) with Shield or Holy Symbol. Distance: Melee. Style: Slashing, Blunt, Piercing, or Chop. Forbidden: Any Armament associated with evil or cursed. All Variants outside Telluric. Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Overseer Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). See Ability Cards individually for details, see card examples on this page.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Overseer)
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LVL 1 Overseer Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Overseer Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Overseer Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Moral
Higher Power: TBA (Moral)
A disciplined Overseer who commands the battlefield like a seasoned legion officer. (LVL 4-20)
(see Archon Path and Branch Abilities Below)
Archon Path
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Weapon Proficiency (Culture, Archon) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: any (Holy-blessed weapon). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Archon):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Archon Chain).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Archon who commands the frontline like a seasoned field officer.
Battleguard Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Battleguard Branch chosen at LVL 21 - see Battleguard above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Battleguard Branch chosen at LVL 21 - see Battleguard above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Archon devoted to holding ground and protecting allies over dealing damage.
Defender Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Defender Branch chosen at LVL 21 - see Defender above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Defender Branch chosen at LVL 21 - see Defender above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
Legionnaire Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Legionnaire Branch chosen at LVL 21 - see Legionnaire above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Legionnaire Branch chosen at LVL 21 - see Legionnaire above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Archon Abilities (Overseer Tier)
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LVL 4 Overseer - Archon Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Overseer - Archon Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Overseer - Archon Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Overseer - Archon Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Overseer - Archon Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Overseer - Archon Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
An Archon who commands the frontline like a seasoned field officer.
Branch: Battleguard Abilities (Archon Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Battleguard Branch continues this Path's progression exclusively through LVL 30. | |
An Archon devoted to holding ground and protecting allies over dealing damage.
Branch: Defender Abilities (Archon Path)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Defender Branch continues this Path's progression exclusively through LVL 30. | |
An Archon trained in disciplined formation-fighting, stronger the more allies stand beside them.
Branch: Legionnaire Abilities (Archon Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Legionnaire Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Lawful
Higher Power: TBA (Lawful)
A zealous Overseer who leads the charge, carrying faith into battle like a weapon. (LVL 4-20)
(see Crusader Path and Branch Abilities Below)
Crusader Path
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Weapon Proficiency (Culture, Crusader) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: any (Holy-blessed weapon). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Crusader):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Crusader Plate).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Crusader anointed for battle, carrying a blessing into every fight.
Blessed Knight Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Blessed Knight Branch chosen at LVL 21 - see Blessed Knight above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Blessed Knight Branch chosen at LVL 21 - see Blessed Knight above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Crusader whose unwavering faith fuels every strike.
Devout Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Devout Branch chosen at LVL 21 - see Devout above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Devout Branch chosen at LVL 21 - see Devout above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Crusader who breaks through enemy lines by sheer, disciplined force.
Trojan Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Trojan Branch chosen at LVL 21 - see Trojan above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Trojan Branch chosen at LVL 21 - see Trojan above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Crusader Abilities (Overseer Tier)
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LVL 4 Overseer - Crusader Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Overseer - Crusader Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Overseer - Crusader Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Overseer - Crusader Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Overseer - Crusader Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Overseer - Crusader Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Crusader anointed for battle, carrying a blessing into every fight.
Branch: Blessed Knight Abilities (Crusader Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Blessed Knight Branch continues this Path's progression exclusively through LVL 30. | |
A Crusader whose unwavering faith fuels every strike.
Branch: Devout Abilities (Crusader Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Devout Branch continues this Path's progression exclusively through LVL 30. | |
A Crusader who breaks through enemy lines by sheer, disciplined force.
Branch: Trojan Abilities (Crusader Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Trojan Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Lawful
Higher Power: TBA (Lawful)
A protective Overseer who shields allies with radiant conviction and steadfast defense. (LVL 4-20)
(see Paladin Path and Branch Abilities Below)
Paladin Path
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Weapon Proficiency (Culture, Paladin) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: any (Holy-blessed weapon). Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Paladin):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Heavy or Medium (Radiant Mail).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Paladin devoted entirely to shielding allies from harm.
Guardian Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Guardian Branch chosen at LVL 21 - see Guardian above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Guardian Branch chosen at LVL 21 - see Guardian above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Paladin who channels holy light directly into devastating, purifying strikes.
Radiant Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Radiant Branch chosen at LVL 21 - see Radiant above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Radiant Branch chosen at LVL 21 - see Radiant above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Paladin sworn to disciplined defense, holding the line above all else.
Templar Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Templar Branch chosen at LVL 21 - see Templar above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Templar Branch chosen at LVL 21 - see Templar above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Paladin Abilities (Overseer Tier)
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LVL 4 Overseer - Paladin Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Overseer - Paladin Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Overseer - Paladin Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Overseer - Paladin Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Overseer - Paladin Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Overseer - Paladin Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Paladin devoted entirely to shielding allies from harm.
Branch: Guardian Abilities (Paladin Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Guardian Branch continues this Path's progression exclusively through LVL 30. | |
A Paladin who channels holy light directly into devastating, purifying strikes.
Branch: Radiant Abilities (Paladin Path)
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| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Radiant Branch continues this Path's progression exclusively through LVL 30. | |
A Paladin sworn to disciplined defense, holding the line above all else.
Branch: Templar Abilities (Paladin Path)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Templar Branch continues this Path's progression exclusively through LVL 30. | |