====== Unimpeached ====== The most selective of the archfey, Purity bonds only with those who live their lives in pursuit of good ends, who never let selfishness, anger, or other base emotions sway them. These individuals stand apart thanks to their nearly perfect goodness. Thus they, and they alone, deserve the rewards that only Purity can give. While most members of the unimpeached claim ties to Purity, you could come to this path through other means. You might have been a knight, a paladin, or another true champion of virtue such as an archon. ====== Level 7 Unimpeached ====== **Attributes:** Increase three attributes by 1 each **Health:** +12 **Traditions:** Invocation **Spells:** One expert **Languages:** Any one //**Hear and See Truth:**// You know whenever you hear a person knowingly tell a falsehood. You can see through any ordinary or magical disguises worn by creatures within 5 yards of you. //**Pure of Heart:**// When you would become confused, controlled, cursed, frightened, Intellect impaired, or Will impaired, you can make a luck roll. On a success, you do not gain the affliction. In addition, when an ally within 5 yards would gain one of these afflictions, you can use a reaction to remove it immediately. //**Virtue’s Might (Magical):**// You can use this talent whenever you make an attack. For 1 minute, your attacks deal an extra 2d6 damage. You can use this talent a number of times equal to half your level; you regain expended uses after you rest. ====== Level 8 Unimpeached ====== **Health:** +12 **Bonus Damage:** +1d6 **Spells:** One Expert //**Mantle of Virtue (Magical):**// When you take 20 damage or more, you can use this talent to reduce the damage by 10 immediately. Once you use this talent, you lose access to it (luck ends). ====== Level 10 Unimpeached ====== **Health:** +12 **Bonus Damage:** +1d6 **Spells:** One master //**Exalted Purpose (Magical):**// You can use this talent at the start of your turn if you lack the confused, controlled, stunned, or unconscious afflictions. For 1 minute, you take half damage, lose no Health, and become immune to all afflictions. You increase your supply of Bonus Damage by 10d6. Once you use this talent, you lose access to it until after you rest.