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
http://www.dandwiki.com/wiki/Expanded_Religions_%283.5e_Variant_Rule%29
 * 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.