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Xuldarinar
2014-05-13, 06:18 AM
FORLORN TEMPLAR (ALTERNATE CLASS)

Champions of shadow and keepers of balance, forlorn templars don't seek to epitomize an alignment but rather the nature of shadow itself. Reactive as shadows are, they move to aid those in need, regardless of their alignment. In times and realms evil has the upper hand, they stand as heroes, but when evil begins to fall they just as quickly turn to aid such forces. Their attitudes remain true when it comes to freedom as opposed to order. Their ties to shadow make them poor healers, tied rather to the plane of shadow and thus, by extension, the negative energy plane itself. Because of this they have become associated with, and many even have a slight tendency towards, evil and chaos.

Alignment: Neutral
Hit Die: d10

CLASS SKILLS
The forlorn templar's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).
Skill Ranks per Level: 2 + Int modifier.

Table 1-1: The Forlorn Templar
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Aura of absence, detect extremist, resonant smite 1/day - - - -
2nd +2 +3 +0 +3 Shadowy grasp, shadow's grace - - - -
3rd +3 +3 +1 +3 Entropy - - - -
4th +4 +4 +1 +4 Channel negative energy, resonant smite 2/day 0 - - -
5th +5 +4 +1 +4 Umbral boon 1 - - -
6th +6/+1 +5 +2 +5 Entropy 1 - - -
7th +7/+2 +5 +2+5 Resonant smite 3/day 1 0 - -
8th +8/+3 +6 +2+6 Aura of Despair 1 1 - -
9th +9/+4 +6 +3+6 Entropy 2 1 - -
10th +10/+5 +7 +3+7 Resonant smite 4/day 2 1 0 -
11th +11/+6/+1 +7 +3+7 Aura of Retaliation 2 1 1 -
12th +12/+7/+2 +8 +4+8 Entropy 2 2 1 -
13th +13/+8/+3 +8 +4+8 Resonant Smite 5/day 3 2 1 0
14th +14/+9/+4 +9 +4 +9 Aura of Reflection 3 2 1 1
15th +15/+10/+5 +9 +5 +9 Entropy 3 2 2 1
16th +16/+11/+6/+1 +10 +5 +10Resonant Smite 6/day 3 3 2 1
17th +17/+12/+7/+2 +10 +5 +10 Aura of Sympathy 4 3 2 1
18th +18/+13/+8/+3 +11 +6 +11 Entropy 4 3 2 2
19th +19/+14/+9/+4 +11 +6 +11 Resonant Smite 7/day 4 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Umbral Champion 4 4 3 3


CLASS FEATURES
All of the following are class features of the forlorn templar.
Weapon and Armor Proficiency: Forlorn templars are proficient with all simple and martial weapons, with all types of armor (heavy, medium and light), and with shields (except tower shields).
Aura of Absence (Ex): When ever a spell is used that would otherwise be able to detect the forlorn templar's presence (most divination spells, as well as effects such as triggering magic mouth or sentry skull),The forlorn templar automatically makes a Will save to avoid detection (DC 10 + the caster level of the spell - the forlorn templar's class levels). If the forlorn templar succeeds on this save, the detection spell ignores the presence of the forlorn templar. As far as the detection spell is concerned, the forlorn templar does not exist. For spells that have an on going effect, they must make a new save once every minute they are subjected to it.
Detect Extremist (Sp): At will, a forlorn templar can use detect extremist. This functions identically to detect evil, except that it detects creatures of the following alignments and alignment subtypes: Lawful good, lawful evil, chaotic good, and chaotic evil. A forlorn templar can, as a move action, concentrate on a single item or individual within 60 feet and determines if it of an extreme alignment, learning the strength of its auras if having studied it for 3 rounds. While focusing on one individual or object, the forlorn templar does not detect in any other object or individual within range.
Resonant Smite (Su): Once per day, a forlorn templar can calls upon the fundamental principals of shadow magic to attune himself to an ally to strike down their foes. As a swift action, the forlorn templar chooses two targets within sight, one to attune themselves to and one to smite. If the second target's alignment is directly opposed to the first, the forlorn templar adds his Charisma bonus (if any) on his attack rolls and adds his forlorn templar level on all damage rolls made against the target of his smite. If the second target's alignment has only one opposed component (such as if he attunes himself to a lawful good character and smites a neutral evil foe), he only may add half of his Charisma bonus and half his forlorn templar level to his attack roll and damage rolls respectively. If the target of resonant smite is an outsider with subtypes directly opposed to his attuned alignment, a dragon who's alignment is directly opposed to his attuned alignment, or a creature with levels of cleric or paladin who is directly opposed to his attuned alignment , the bonus to damage on the first successful attack increases to 2 points of damage per level the forlorn templar possesses. If in any of these cases they are only opposed on one axis, then the first successful attack increases to 1 point of damage per level instead. Regardless of the target, resonant smite attacks automatically bypass any DR the creature might possess.
The forlorn templar can choose to not attune themselves to an ally when using this class feature. If he chooses not to, creatures of the Chaotic Evil, Chaotic Good, Lawful Evil, and Lawful Good are treated as creatures opposed on only a single axis for the purposes of resonant smite.
In addition, while resonant smite is in effect, the forlorn templar gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the forlorn templar targets a creature that is not opposed to either component of his attuned alignment, the smite is wasted with no effect.
The resonant smite effect remains until the target of the smite is dead or the next time the forlorn templar rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the forlorn templar may resonant smite one additional time per day, as indicated on the table above, to a maximum of seven times per day at 19th level.
Shadowy Grasp (Su): Beginning at 2nd level, a forlorn templar's hand fades as if within deep darkness, causing his touch to inflict terrible wounds. Each day he can use this ability a number of times equal to 1/2 his forlorn templar level + his Charimsa modifier. As a touch attack, a forlorn templar can cause 1d6 points of damage for every two forlorn templar levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, a forlorn templar can use his power to heal undead creatures, restoring 1d6 hit points for every two levels the forlorn templar possesses. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants a forlorn templar 2 additional uses of the shadowy grasp class feature.
Shadow's Grace (Su): At 2nd level, a forlorn templar gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Entropy (Su): At 3rd level, and every three levels there after, a forlorn templar can select one entropy. Each entropy adds an effect to the forlorn templar's shadowy grasp ability. Whenever the forlorn templar uses shadowy grasp to deal damage to one target, the target also receives the additional effects from one of the entropies possessed by the forlorn templar. This choice is made when the grasp is used. If the save is successful, the target takes the damage as normal, but not the effects of the entropy. The DC of this save is equal to 10 + 1/2 the forlorn templar's level + the forlorn templar's Charisma modifier. At 3rd level, the forlorn templar can select from one of the following initial entropies.
Fatigued: The target is fatigued.
Shaken: The target is shaken for 1 round per level of the forlorn templar.
Sickened: The target is sickened for 1 round per level of the forlorn templar.
At 6th level, a forlorn templar adds the following entropies to the list of those that can be selected
Dazed: The target is dazed for 1 round.
Staggered: The target is staggered for 1 round per two levels of the forlorn templar.
At 9th level, a forlorn templar adds the following entropies to the list of those that can be selected
Cursed: The target is cursed, as if the forlorn templar had cast bestow curse using his forlorn templar level as his caster level.
Exhausted: The target is exhausted. The forlorn templar must have the fatigue entropy before selecting this entropy
Frightened: The target is frightened for 1 round per two levels of the forlorn templar. The forlorn templar must have the shaken entropy before selecting this entropy
Nauseated: The target is nauseated for 1 round per three levels of the forlorn templar. The forlorn templar must have the shaken entropy before selecting this entropy
At 12th level, a forlorn templar adds the following entropies to the list of those that can be selected.
Blinded: The target is blinded for 1 round per level of forlorn templar.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the forlorn templar.
These abilities are not cumulative. Once an entropy is chosen, it can't be changed.
Channel Negative Energy (Su): When a forlorn templar reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his shadowy grasp ability. A forlorn templar uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Mysteries: Beginning at 4th level, a forlorn templar gains the ability to cast a small number of mysteries. A forlorn templar must choose and prepare his mysteries in advance. To prepare or cast a spell, a forlorn templar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a forlorn templar's spell is 10 + the spell level + the forlorn templar's Charisma modifier. A forlorn templar can cast only a certain number of mysteries of each spell level per day. His base daily allotment is the same as that of a paladin and is given on the table above. In addition, he receives bonus uses per day if he has a high Charisma score. When the table above indicates that the forlorn templar gets 0 mysteries per day of a given spell level, he gains only the bonus uses he would be entitled to based on his Charisma score for that spell level.
A forlorn templar must spend 1 hour each day in quiet prayer and meditation to regain his daily allotment of mysteries. A forlorn templar may prepare and cast any mystery, provided that he can cast mysteries of that level, but he must choose which mysteries to prepare during his daily meditation. If he prepares a single use of a given mystery, it is treated as a divine spell. If he prepares two uses of a given mystery, it is then treated as a spell-like ability. If he prepares three uses of a given mystery, it is then treated as a supernatural ability. Like shadowcasters, a forlorn templar must follow paths. In order to prepare a second or third level mystery, he must have prepared the mystery that comes before it within its path. For example, for a forlorn templar to prepare sight eclipsed, he must have also prepared steel shadows.
Through 3rd level, a forlorn templar has no caster level. At 4th level and higher, his caster level is equal to his forlorn templar level -3.
Umbral Boon (Sp): Upon reaching 5th level, a forlorn templar forms a bond with shadow. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the forlorn templar to enhance his weapon as a standard action by calling upon the aid of a shadowy spirit for 1 minute per forlorn templar level. When called, the spirit causes the weapon to absorb light, creating darkness in a 20-foot radius and decreasing the light level by one step for an additional 20 feet beyond that area (Bright light becomes normal light, normal light becomes dim light and dim light becomes darkness). At 5th level, this spirit grants the wagon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. This bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: frost, icy burst, shadow striking, shock, shocking burst, spell storing, vicious, vorpal and wounding. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties added by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The shadowy spirit imparts no bonuses if the weapon is held by anyone other than the forlorn templar but resumes giving bonuses if returned to the forlorn templar. These bonuses apply to only one end of a double weapon. A forlorn templar can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a weapon bonded with a shadowy spirit is destroyed, the forlorn templar loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the forlorn templar takes a -1 penalty on attack and weapon damage rolls.
The second type of bond allow a forlorn templar to gain the service of a dark servant. This functions as summon monster III, except the duration is permanent and the forlorn templar can only gain the service of a single creature and it must be selected from the list below, or be a dark creature. Once selected, the choice is set, but it may be changed whenever the forlorn templar gains a level. Upon reaching 7th level, and every two levels thereafter, the level of the summon monster spell increases by one, to a maximum of summon monster IX at 17th level.
Once per day, as a full-round action, a forlorn templar may magically call his servant to his side. This ability is the equivalent of a spell of a level equal to one-third the forlorn templar's level. The servant immediately appears adjacent to the forlorn templar. A forlorn templar can use this ability once per day at 5th level, and one additional time per day for every four levels thereafter, for a total of four times per day at 17th level.
At 11th level, the servant gains the advanced template. At 15th level, a forlorn templar's servant gains spell resistance equal to the forlorn templar's level + 11.
Should the forlorn templar's dark servant die or be banished, the forlorn templar may not summon another servant for 30 days or until he gains a forlorn templar level, whichever comes first. During this 30-day period, the forlorn templar takes a -1 penalty on attack and weapon damage rolls.

Table 1-2: Dark Servants
Summon Monster Available Dark Servants
I Dark Creatures of this list only
II Small shadow elementals, and zoogs
III Augur kytons, and neophytes*
IV Allips, gloom wings, medium shadow elementals, and shadows
V Large shadow elementals, shadow mastiffs, and shae
VI Cloakers, and huge shadow elementals
VII Dark rangers*, greater shadow elementals, and greater shadows
VIII Derghodaemons, cursed angels*, and young umbral dragons
IX Interlocker kytons and nightwings

*Creature from Peacenlove's Complete Shadow

Aura of Despair (Su): At 8th level, enemies within 10 feet of a forlorn templar take a -2 penalty on all saving throws. This ability does not stack with the penalty from aura of cowardice.
This ability functions only while the forlorn templar is conscious, not if he is unconscious or dead.
Aura of Retaliation(Su): At 11th level, a forlorn templar can expend two uses of his resonate smite ability to grant the ability to use resonate smite to all allies within 10 feet, using his bonuses. Allies must use this resonant smite ability by the start of the forlorn templar's next turn and the bonuses last for 1 minute. Using this ability is a free action.
Aura of Reflection (Su): At 14th level, a forlorn templar's weapons are treated as the alignment of his resonant smite is attuned to for the purposes of overcoming damage reduction. Any attack made against an enemy within 10 feet of him is treated that alignment for the purposes of overcoming damage reduction.
This ability functions only while the forlorn templar is conscious, not if he is unconscious or dead.
Aura of Sympathy (Su): At 17th level, a forlorn templar gains DR 5/*. The alignment component of his damage reduction is opposite of the alignment his resonate smite is attuned to. If he are not attuned to an alignment, he are treated as having DR 5/chaotic, evil, good, or lawful.
Furthermore, each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects, and he gains immunity to compulsion spells and spell-like abilities.
This ability functions only while the forlorn templar is conscious, not if he is unconscious or dead
Umbral Champion (Su): At 20th level, a forlorn templar becomes a conduit for the power of shadow. His DR increases to 10. Whenever he uses resonant smite and successfully strikes an outsider with two alignment subtypes, the outsider is also subject to a banishment, using his forlorn templar level as the caster level (his weapon and unholy symbol automatically count as objects that the subject hates). After the banishment effect and the damage from the attack is resolved, the smite immediately ends. In addition, whenever he channels negative energy or uses shadowy grasp to do damage to a creature, he deals the maximum possible amount.

Code of Conduct: A forlorn templar must be of neutral alignment and revere shadow or he loses all class features except proficiencies.
Additionally, a forlorn templar's code requires that he act in the best interest of balance (within the context of their own conduct as well as the balance between external forces), help those in need (provided they do not use the help to upset the balance) and punish those who harm or threaten the balance between opposing forces.
Associates: A forlorn templar may adventure with allies of any alignment. A forlorn templar often avoids working with characters of extreme alignments, though will do so if he deems doing so will aid in balance, or anyone who consistently offends his moral code.
Devotion: Some forlorn templars are devoted to a particular aspect or embodiment of shadow. While they must maintain a neutral alignment, they side with a particular force, be it a race of outsiders, a concept, or even a deity, and thus have tendencies towards its associated alignment and attitudes. Forlorn templars who select a devotion may violate their code of conduct, so long as it is in their devotion's favor, but they must still maintain a neutral alignment. A forlorn templar who violates their code of conduct without it being in their devotion's favor, or act against their devotion, loses all class features except proficiencies.

EX-FORLORN TEMPLAR
A forlorn templar who ceases to be neutral or who violates their code of conduct loses all forlorn templar mysteries and class features (including umbral boon, but not weapon, armor, and shield proficiencies). He may not progress any further in levels as a forlorn templar. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell), as appropriate.

FALL INTO SHADOW
While a rare occurrence, some paladins or even anti-paladins wander from their paths and transform into forlorn templars. Unlike their brethren, however, this change can take on one of two distinct forms, as described below.
Paladins (or antipaladins) who fell but possess a devotion may undertake a ritual, the details of which can vary between objects of devotion, the result of which converts all ex-paladin (or ex-antipaladin) levels into forlorn templar levels.
Alternatively, Paladins (or antipaladins) who fell but lack a devotion (or choose not to undertake the appropriate ritual) take a very different road. With each level they take in forlorn templar they may trade in a single level of ex-paladin or ex-antipaladin into an additional level of forlorn templar.

FAVORED CLASS BONUSES
Alloprax (http://www.giantitp.com/forums/showthread.php?345917-Alloprax-Spawn-of-the-Dark-Tapestry-PEACH): Add +1/6 to the penalty on saving throws provided by the forlorn templarís aura of despair.
Dhampir: Add a +1/3 bonus on saving throws against death effects.
Drow: The forlorn templar adds +1/4 to the number of entropies he can inflict.
Fetchling: Add +1/2 to either cold or electricity resistance (maximum resistance 10 for either type).
Half-Elf: Add +1 foot to the size of all the forlorn templarís aura class features. This option has no effect unless the forlorn templar has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Human: Add +1 to the forlorn templarís energy resistance to one kind of energy (maximum +10).
Sutilum: (http://www.giantitp.com/forums/showthread.php?365246-Race-Sutilum-(PEACH)&p=17882581) Add +1/2 hp to the forlorn templar's shadowy grasp ability (whether using it to harm or heal)
Wayang: Add +1/2 hp to the forlorn templar's shadowy grasp ability (whether using it to harm or heal).

Xuldarinar
2014-05-22, 04:19 AM
FEATS

Alone in the Shadows
True to your discipline's name, you learn how to make the most of your abilities alone to better stand as a champion of balance.
Prerequisites: Forlorn Templar, Resounding Smite
Benefit: You may attune your smites to yourself, allowing your resounding smite to do full effect to creatures of extreme alignments and half effect on creatures of the following alignments: chaotic neutral, lawful neutral, neutral evil and neutral good.
Normal: When attuned to someone of true neutral alignment, or not attuned to anyone, your smite only is at half effect on creatures of extreme alignments and has no effect on anyone possessing at least one neutral alignment component.

Anarchic Templar
In your devotion to your chaotic patron and balance in their favor, you find they are ever more willing to bestow upon you their gifts.
Prerequisites: Forlorn Templar, Devotion to a chaotic-aligned embodiment
Benefit: For the purposes of meeting feat and class prerequisites, you are treated as having a chaotic alignment. A forlorn templar with this feat must still maintain their neutral alignment.
Normal: Forlorn Templars are always neutral and therefore do not qualify for feats and prestige classes that require they be of chaotic alignment.

Axiomatic Templar
In your devotion to your lawful patron and balance in their favor, you find they are ever more willing to bestow upon you their gifts.
Prerequisites: Forlorn Templar, Devotion to a lawful-aligned embodiment
Benefit: For the purposes of meeting feat and class prerequisites, you are treated as having a lawful alignment. A forlorn templar with this feat must still maintain their neutral alignment.
Normal: Forlorn Templars are always neutral and therefore do not qualify for feats and prestige classes that require they be of lawful alignment.

Divine Templar
Unlike most of your kind, your power is drawn from sheer faith in and devotion to your patron.
Prerequisites: Forlorn Templar 1, Devotion to a deity or a simular entity.
Benefit: You may treat the mysteries you possess by virtue of the Forlorn Templar class as either mysteries or divine spells for the purposes of meeting the prerequisites of prestige classes or feats, as well as the purpose of caster level granted by prestige classes.
Special: This feat can only be taken at 1st level.

Exalted Templar
In your devotion to good and balance in its favor, you find they are ever more willing to bestow upon you their gifts.
Prerequisites: Forlorn Templar, Devotion to a good-aligned embodiment
Benefit: For the purposes of meeting feat and class prerequisites, you are treated as having a good alignment. A forlorn templar with this feat must still maintain their neutral alignment.
Normal: Forlorn Templars are always neutral and therefore do not qualify for feats and prestige classes that require they be of good alignment.

Scholarly Templar
More unorthodox than other templars, you've learned to draw your abilities from your knowledge of shadows in place of force of personality.
Prerequisites: Forlorn Templar 1, Int 11
Benefit: For the purpose of all forlorn templar class features, you use your Intelligence score and modifier in place of Charisma.
Special: This feat can only be taken at 1st level.

Vile Templar
In your devotion to your vile patron and balance in their favor, you find they are ever more willing to bestow upon you their gifts.
Prerequisites: Forlorn Templar, Devotion to an evil-aligned embodiment.
Benefit: For the purposes of meeting feat and class prerequisites, you are treated as having an evil alignment. A forlorn templar with this feat must still maintain their neutral alignment.
Normal: Forlorn Templars are always neutral and therefore do not qualify for feats and prestige classes that require they be of evil alignment.

Xuldarinar
2014-08-01, 10:31 AM
ARCHETYPES

Instead of writing out copies/conversions of existing paladin and anti paladin archetypes, all redesigned around the forlorn templar, below is a list of archetypes that are valid for the Forlorn Templar as is or with little alteration. As for unique archetypes, I welcome suggestions and may even in time come up with some ideas myself, but at this moment I have no intentions of creating any.


Archetype Name Name applied to Forlorn Templar Notes
Divine Calling Shadow Calling Shadow Calling functions as Divine Calling except that it uses the Forlorn Templar's Dark Servants list in place of the summon monster list when casting summon monster by means of this class feature.
Divine Defender Umbral Defender Umbral Boon (Armor) does not have access to the Champion or Righteous armor properties.
Holy Gun Sympathetic Gun Dark Deed: Smiting Shot adopts the mechanics associated with Resonant Smite. Umbral Boon (Gun). Umbral Grit. Umbral Slinger.
Knight of the Sepulcher Nightshade Templar Touch of the Crypt replaces Umbral Boon. Cloak of the Crypt replaces the resounding smite use gained at 10th level. Will of the Crypt replaces Aura of Retaliation. Weapons of Reflection(Weapons of Sin except alignment is based on attuned alignment.) replaces Aura of Reflection. Crypt Lord replaces the Entropy gained at 15th level. Soul of the Crypt replaces Aura of Sympathy, and grants DR 5/silver and magic instead of the usual DR. Undying Champion replaces Umbral Champion, and increases their DR to 10/silver and magic.
Sacred Shield Shadow Aegis Bastion of Shadow functions as Bastion of Good except it adopts the mechanics associated with Resonant Smite. Enshrouded Shield functions as Holy shield except it lowers light as the darkness spell then the deeper darkness spell at 11th level. Umbral Boon (Shield) functions as normal except it doesn't provide access to the blinding armor special ability. Improved Bastion replaces Aura of Retaliation. Perfect Bastion replaces Umbral Champion.
Templar of Spirits Forlorn Templar of Spirits Smite Occult adopts the mechanics associated with Resonant Smite when it comes to alignment. In addition, the constellations that increase the damage to 2 points per level are Angel, Fiend, Noble, and Thief.

Variant Channeling* - This option is usually only available to Forlorn Templars who have a devotion, and which ever one chosen is based upon what they are devoted to. However, any Forlorn Templar may choose to use the Darkness variant channeling.
Archetype Packages Shadow Avenger, Umbral Guardian Shadow Avenger (Resonant Smite, Shadowy Grasp, Entropy, Channel Negative Energy, and Umbral Boon).
Umbral Guardian (Detect Extremist and access to Mysteries).