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| weird-wizard:paths:start [2026/01/21 04:26] – ↷ Links adapted because of a move operation lwelyk | weird-wizard:paths:start [2026/01/21 04:31] (current) – lwelyk | ||
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| Paths serve as classes for Weird Wizard and each character will choose three total over the course of a campaign. The first path you choose at character creation is your novice path. | Paths serve as classes for Weird Wizard and each character will choose three total over the course of a campaign. The first path you choose at character creation is your novice path. | ||
| - | {{page>..:novice_paths}} | + | {{page>.Novice Paths:start}} |
| - | ===== Expert Paths ===== | ||
| - | Expert paths are more numerous and specific than novice paths. You can choose any expert path you would like, no matter what you chose as a novice path. Choose something that reflects how your character is growing and changing in the story. | ||
| - | You gain expert class features at Levels 3, 4, 6, and 9. | + | {{page>.Expert Paths: |
| - | These are divided into several categories and listed below. | ||
| - | ==== Expert | + | {{page> |
| - | ^Path^Quick Descripton^Bonus Damage^Traditions/ | ||
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| - | ==== Expert Paths of Faith ==== | ||
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| - | ^Path^Quick Descripton^Bonus Damage^Traditions/ | ||
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| - | ==== Expert Paths of Power ==== | ||
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| - | ^Path^Quick Descripton^Bonus Damage^Traditions/ | ||
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| - | ==== Expert Paths of Skill ==== | ||
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| - | ^Path^Quick Descripton^Bonus Damage^Traditions/ | ||
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