Runeweavers are perhaps the most exotic practitioners of the Spiritual arts. They believe that by spending time in meditation and reflection the Soul can attune itself to the Spirit, becoming a harmonious and potentially deadly force. That force is then channeled through the body by means of a network of runic tattoos inscribed on their skin.
By activating their tattoos and tracing runes with their fingers, wands, knives, or even the fluid movements of their entire body, they can weave together complex Spiritual powers. As they grow in power they use the canvas of their skin to record an ever-increasing number of tattoos. Thus it becomes very easy to identify the most powerful Runeweavers from among their peers.
This method of spell casting is more akin to martial arts than the academic approach of most other Spirit users. Runeweavers do not spend their time in dusty libraries studying ancient tomes, instead preferring intense sessions of martial training followed by deep meditation. Not only does this make them extremely focused and adept at hand-to-hand combat, it also means they can cast spells that would normally take academics years to master simply by channeling the harmony of Body, Soul, and Spirit.
Contents
Class Overview
Typical Roles: Support/Utility, Melee Damage, Ranged Damage
Damage Types: Physical, Spirit (Arcane, Elemental, Natural)
Class Mechanic: Spirit and Focus
Available Races | Initial Gold |
---|---|
Dwarf | 218.8 |
Gnome | 175.0 |
Half-elf | 143.8 |
Half-orc | 118.8 |
Halfling | 168.8 |
High Elf | 200.0 |
Human | 187.5 |
Kayden | 131.3 |
Orc | 125.0 |
Wild Elf | 137.5 |
Default Stats: During Character Creation you may choose to use the default stat line shown below, before racial modifiers. This can be instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results.
Default Stat | Runeweaver |
---|---|
STRENGTH | 9 |
AGILITY | 11 |
STAMINA | 9 |
INTELLECT | 13 |
WISDOM | 9 |
AVOIDANCE | 12 |
PERCEPTION | 10 |
RESOLVE | 12 |
INITIATIVE | 10 |
CHARM | 10 |
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling for stats, or if after rolling ten sets of stats you don’t like the results
Proficiencies
Natural Armor Proficiency: Cloth
Trainable Armor Proficiency: None
Natural Weapon Proficiency: None
Trainable Weapon Proficiency: Knives, Staves, Wands
See Equipment section for details. When using a weapon that your class is not proficient with, see Combat Penalties. There is no level or title prerequisite to train in a new proficiency, however you must receive the appropriate Training.
Class Skills
Class Passive Skill: Arcane, Elemental, or Natural Focus (choose one Domain)
Class Secondary Skill: Runecraft, Martial Arts, or Performer (choose one)
Primary Skills
Spirit
Runic Tattoos
Runeweavers have their own unique system for wielding the spiritual powers of magic, known as Runic Tattoos. For these mysterious practitioners of the spiritual arts, each new power that is learned is first recorded on the canvas of their skin, in the form of a spiritually charged Runic Tattoo. Each Runic Tattoo corresponds to a single Spirit Power. On its own a Runic Tattoo has no power, but when it is connected with a Root Tattoo, representing one the many Schools of Magic, the runic tattoos can be activated to cast the power that it represents.
To learn new powers Runeweavers must physically tattoo them on their skin. Once marked upon their flesh the Runic Tattoo is permanent and can never be modified or replaced. This means the Runeweaver will forever have access to that power. In some rare cases a Runic Tattoo can be severed or shattered, preventing it from being used, but still counting towards the total allowable allotment of tattoos. When adding new Runic Tattoos, there must be an example or template to follow, either from a text, scroll or the canvas of another Runeweaver’s skin. They must also use a special Enchanted Ink, created by combining normal tattooing inks with enchanting components. This can be purchased or created by the Runeweavers or their mentor with the Enchanting Secondary Skill. Higher tier Tattoos require more Ink, where the amount of Ink required is equal to 1 dose per Tier of the power.
Even with the correct materials and an example to follow, the tattooing process is far from simple and there is a chance it will not take, with the ink either evaporating right off the skin or sinking into it and disappearing. This failure rate is equal to 10% per Tier of the power.
- Tier1 = 10% failure
- Tier2 = 20% failure
- Tier3 = 30% failure
- Tier4 = 40% failure
- Tier5 = 50% failure
- Tier6 = 60% failure
- Tier7 = 70% failure
If a elder or mentor Runeweaver (i.e. a Spirit Teacher possessing the tattoos in question) does the tattooing, then the failure rate is cut in half. Either way, if failing a tattooing attempt the ink is lost and the Runeweaver does not gain the new power. After which, the Runeweaver must wait 1 week for the skin to heal before trying again. In very rare cases, and when dealing with more complex runic tattoos, there can be unforeseen and unusual side effects.
Some cultures forgo the traditional tattooing process and instead carve or brand the runes into their flesh. This removes the ink requirements however failure results in a permanent and useless scar.
Root Tattoos
There are no Schools of Magic that are restricted for Runeweavers and in some ways their unique casting methods allow them to circumvent the Laws of Magic. However before a Runeweaver can access a particular School of Magic they must possess a Root Tattoo for that School. This is typically a larger and more elaborate tattoo, which all subsequent powers are recorded under, arranged alongside the Root Tattoo as Runic Tattoos.
Root Tattoos count towards the total allowable allotment of Tattoos per level but cannot fail and cost 3 doses of ink (1 bottle).
Tiers awarded through the Runeweaver Title System of Rites and are independent of Schools of Magic. As they gain Tiers, some Runeweavers may add on to their Root Tattoos to represent their relative knowledge and power level in that School. This is purely cosmetic however, and does not effect the total allowable allotment of tattoos.
Runeweavers can use any power that is tattooed on their skin up to the highest Tier allowable for their current title, provided they are currently attuned to the School of Magic.
Spiritual Attunement
The mystical runic tattoos of the Runeweavers have set them apart from all other systems of retaining spirit powers. Because any new power that they learn is physically tattooed onto their skin, it becomes a part of them. Runeweavers have no need to memorize powers in the traditional sense, and as such they also have no need for Spirit Books. For a Runeweaver, their skin is quite literally a canvas upon which their powers are recorded. Successfully adding a new tattoo to learn a new power does not over-write any previous powers, as they are not stored in memory, nor can a tattoo be removed in the conventional sense.
However this does not necessarily mean that Runeweavers can use all of the powers etched on their skin in tattoo form at all times. The runic tattoos representing each power available to the Runeweaver are organized under a Root Tattoo representing a specific School of Magic, and this Root Tattoo must be activated in order for the Runeweavers to use the powers associated with it. This activation is known as Spiritual Attunement (which causes the activated tattoos to glow the appropriate color). Runeweavers can only be attuned to a single school of magic at any time, meaning the caster can only use powers from that school of magic, regardless of any root tattoos from other schools of magic. Being attuned to a specific school of magic allows access to all runic tattoos present on the Runeweavers skin, regardless of the Tier. To switch which school of magic they are attuned to, Runeweavers can use a special Tier 0 power called Spiritual Attunement, which costs an instant and a small amount of Spirit. When Runeweavers meditate to gain back Focus (which costs one round in combat or a 1/2 rest outside of combat) they may activate Spiritual Attunement at the same time, see the section on ‘Focus‘ for details of meditation.
Example: A Tier4 Runeweaver has Root Tattoos for Air Magic and Dark Magic. She was meditating on her Dark magic powers the previous night, and finds herself in combat against several Earth Elementals the next day. She begins the battle attuned to Dark magic, meaning she can use any Dark Magic Runic Tattoos on her body, up to Tier4. After a couple rounds of combat she realizes that her Air magic would be more beneficial against these Earth Elementals. Before she can access them however, she must use an instant to cast Spiritual Attunement, effectively switching off her Dark magic, and activating her Air powers up to Tier 4.
Runeweaving
Runeweaver casting methods require the use of both a verbal/vocalized component and a physical component (see Methods of Casting). This method of casting is called Runeweaving, and engages both the voice and body to weave runes of power. First the Runeweaver must construct or trace runes in the air or on a surface of some kind. These runes correspond to the runic tattoos etched on their bodies. The exact method varies by culture, but typically runes are traced using their fingers, hands, arms, legs, feet, or sometimes even their whole body, though other cultures may use inanimate instruments such as wands or ceremonial weapons. Once the rune is traced, it remains visible to all, glowing with spirit energy in a color that matches the School of Magic it belongs to. However , the runes are not fully activated until a vocalized command is given, usually a short yell, shout, or sharp exhaling of breath, sometimes known as Kiai or Kihap. This activates the rune for the caster or sends it surging towards its intended target. A well practiced Runeweaver can effectively do these two components simultaneously therefore they do not take up separate portions of the casters turn.
Focus
A Runeweavers martial arts style is focused heavily upon unarmed combat, using the body as physical and spiritual weapon. Formalized Runeweaver Colleges or Dojo’s are rare, and as such most Runeweavers are self taught, or study one-on-one under an mentor. Alternately, many Runeweavers hone their martial arts skills alongside other martial artists and can belong to any Dojo that will have them. Runeweavers follow the standard methods for Learning New Focus Skills.
The maximum number of skill points that can be allotted to each focus discipline are as follows:
- Fist: 30 skill points
- Kick: 30 skill points
- Armed: 5 skill points
- Ranged: unavailable
- Defense: 10 skill points
A unique attribute of Runeweavers is that when meditating to regain focus, they may simultaneously activate Spiritual Attunement
Level Ups
Runeweavers use the following chart for leveling up:
HP Dice (Slight): Small Race (1d6), Medium Race (1d8), Large Race (1d10)
Class | Mechanic1 | Mechanic2 | Level | Experience Required | Secondary Skill Points | Free Stat Training | Power Tier | Max HP | Class Resources | Class Skills | Resource1 | Resource2 | Skill1 | Skill2 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Assassin | SPIRIT | STEALTH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Spirit Max (1d8) Base Stealth (n/a) |
Gain all Tier 0 powers for your class Rank1 of 2 Stealth skills from primary discipline |
Spirit Max (1d8) | Base Stealth (n/a) | Gain all Tier 0 powers for your class | Rank1 of 2 Stealth skills from primary discipline | |
Assassin | SPIRIT | STEALTH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 0.5 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 0.5 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 1 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 1 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 3 | 80 | (+1) | Avoidance | 1 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 1.5 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 1.5 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline |
Assassin | SPIRIT | STEALTH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 2 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 2 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 2.5 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 2.5 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 6 | 440 | (+1) | Intellect | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 3 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 3 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline |
Assassin | SPIRIT | STEALTH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 3.5 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 3.5 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 4 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 4 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 9 | 1,230 | (+1) | Perception | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 4.5 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 4.5 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline |
Assassin | SPIRIT | STEALTH | 10 | 1,640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 5 |
(+2) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 5 | (+2) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 5.5 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 5.5 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 12 | 2,750 | (+1) | Avoidance | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 6 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 6 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline |
Assassin | SPIRIT | STEALTH | 13 | 3,480 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 6.5 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 6.5 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 7 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 7 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 15 | 5,390 | (+1) | Intellect | 5 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 7.5 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 7.5 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline |
Assassin | SPIRIT | STEALTH | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 8 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 8 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 8.5 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 8.5 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 18 | 9,680 | (+1) | Wisdom | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 9 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 9 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline |
Assassin | SPIRIT | STEALTH | 19 | 11,590 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Base Stealth = AVD/2 + 9.5 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 9.5 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Assassin | SPIRIT | STEALTH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Base Stealth = AVD/2 + 10 |
(+1) Memorized Spirit Powers (+3) Stealth skills, min. 1 in primary discipline |
Spirit Max (+1d8) | Base Stealth = AVD/2 + 10 | (+1) Memorized Spirit Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Barbarian | FURY | FURY | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Fury Max (n/a) | Pick 2 level 0 Fury skills | Fury Max (n/a) | Fury Max (n/a) | Pick 2 level 0 Fury skills | Pick 2 level 0 Fury skills | |
Barbarian | FURY | FURY | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 + 1 | (+4) Fury skills | Fury Max = STAM x 0.58 + 1 | Fury Max = STAM x 0.58 + 1 | (+4) Fury skills | (+4) Fury skills | |
Barbarian | FURY | FURY | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 + 1 | (+4) Fury skills | Fury Max = STAM x 0.8 + 1 | Fury Max = STAM x 0.8 + 1 | (+4) Fury skills | (+4) Fury skills | |
Barbarian | FURY | FURY | 3 | 80 | (+1) | Strength | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 + 2 | (+4) Fury skills | Fury Max = STAM x 1.0 + 2 | Fury Max = STAM x 1.0 + 2 | (+4) Fury skills | (+4) Fury skills |
Barbarian | FURY | FURY | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 + 2 | (+4) Fury skills | Fury Max = STAM x 1.18 + 2 | Fury Max = STAM x 1.18 + 2 | (+4) Fury skills | (+4) Fury skills | |
Barbarian | FURY | FURY | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 + 3 | (+4) Fury skills | Fury Max = STAM x 1.35 + 3 | Fury Max = STAM x 1.35 + 3 | (+4) Fury skills | (+4) Fury skills | |
Barbarian | FURY | FURY | 6 | 440 | (+1) | Stamina | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 + 3 | (+4) Fury skills | Fury Max = STAM x 1.5 + 3 | Fury Max = STAM x 1.5 + 3 | (+4) Fury skills | (+4) Fury skills |
Barbarian | FURY | FURY | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 + 4 | (+4) Fury skills | Fury Max = STAM x 1.65 + 4 | Fury Max = STAM x 1.65 + 4 | (+4) Fury skills | (+4) Fury skills | |
Barbarian | FURY | FURY | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 + 4 | (+4) Fury skills | Fury Max = STAM x 1.8 + 4 | Fury Max = STAM x 1.8 + 4 | (+4) Fury skills | (+4) Fury skills | |
Barbarian | FURY | FURY | 9 | 1,230 | (+1) | Agility | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 + 5 | (+4) Fury skills | Fury Max = STAM x 1.94 + 5 | Fury Max = STAM x 1.94 + 5 | (+4) Fury skills | (+4) Fury skills |
Barbarian | FURY | FURY | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 + 5 | (+4) Fury skills | Fury Max = STAM x 2.08 + 5 | Fury Max = STAM x 2.08 + 5 | (+4) Fury skills | (+4) Fury skills | |
Barbarian | FURY | FURY | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 + 6 | (+2) Fury skills | Fury Max = STAM x 2.21 + 6 | Fury Max = STAM x 2.21 + 6 | (+2) Fury skills | (+2) Fury skills | |
Barbarian | FURY | FURY | 12 | 2,750 | (+1) | Stamina | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 + 6 | (+2) Fury skills | Fury Max = STAM x 2.35 + 6 | Fury Max = STAM x 2.35 + 6 | (+2) Fury skills | (+2) Fury skills |
Barbarian | FURY | FURY | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 + 7 | (+2) Fury skills | Fury Max = STAM x 2.48 + 7 | Fury Max = STAM x 2.48 + 7 | (+2) Fury skills | (+2) Fury skills | |
Barbarian | FURY | FURY | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 + 7 | (+2) Fury skills | Fury Max = STAM x 2.6 + 7 | Fury Max = STAM x 2.6 + 7 | (+2) Fury skills | (+2) Fury skills | |
Barbarian | FURY | FURY | 15 | 5,390 | (+1) | Strength | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 + 8 | (+2) Fury skills | Fury Max = STAM x 2.73 + 8 | Fury Max = STAM x 2.73 + 8 | (+2) Fury skills | (+2) Fury skills |
Barbarian | FURY | FURY | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 + 8 | (+2) Fury skills | Fury Max = STAM x 2.86 + 8 | Fury Max = STAM x 2.86 + 8 | (+2) Fury skills | (+2) Fury skills | |
Barbarian | FURY | FURY | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 + 9 | (+2) Fury skills | Fury Max = STAM x 2.98 + 9 | Fury Max = STAM x 2.98 + 9 | (+2) Fury skills | (+2) Fury skills | |
Barbarian | FURY | FURY | 18 | 9,680 | (+1) | Stamina | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 + 9 | (+2) Fury skills | Fury Max = STAM x 3.1 + 9 | Fury Max = STAM x 3.1 + 9 | (+2) Fury skills | (+2) Fury skills |
Barbarian | FURY | FURY | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 + 10 | (+2) Fury skills | Fury Max = STAM x 3.22 + 10 | Fury Max = STAM x 3.22 + 10 | (+2) Fury skills | (+2) Fury skills | |
Barbarian | FURY | FURY | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 + 10 | (+2) Fury skills | Fury Max = STAM x 3.34 + 10 | Fury Max = STAM x 3.34 + 10 | (+2) Fury skills | (+2) Fury skills | |
Berserker | FURY | STEALTH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Fury Max (n/a) Base Stealth (n/a) |
Pick 2 level 0 Fury skills Rank1 of 2 Stealth skills from primary discipline |
Fury Max (n/a) | Base Stealth (n/a) | Pick 2 level 0 Fury skills | Rank1 of 2 Stealth skills from primary discipline | |
Berserker | FURY | STEALTH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 Base Stealth = AVD/2 + 0.5 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 0.58 | Base Stealth = AVD/2 + 0.5 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 Base Stealth = AVD/2 + 1 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 0.8 | Base Stealth = AVD/2 + 1 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 3 | 80 | (+1) | Avoidance | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 Base Stealth = AVD/2 + 1.5 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 1.0 | Base Stealth = AVD/2 + 1.5 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline |
Berserker | FURY | STEALTH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 Base Stealth = AVD/2 + 2 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 1.18 | Base Stealth = AVD/2 + 2 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 Base Stealth = AVD/2 + 2.5 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 1.35 | Base Stealth = AVD/2 + 2.5 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 6 | 440 | (+1) | Stamina | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 Base Stealth = AVD/2 + 3 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 1.5 | Base Stealth = AVD/2 + 3 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline |
Berserker | FURY | STEALTH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 Base Stealth = AVD/2 + 3.5 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 1.65 | Base Stealth = AVD/2 + 3.5 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 Base Stealth = AVD/2 + 4 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 1.8 | Base Stealth = AVD/2 + 4 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 9 | 1,230 | (+1) | Avoidance | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 Base Stealth = AVD/2 + 4.5 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 1.94 | Base Stealth = AVD/2 + 4.5 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline |
Berserker | FURY | STEALTH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 Base Stealth = AVD/2 + 5 |
(+2) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.08 | Base Stealth = AVD/2 + 5 | (+2) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 Base Stealth = AVD/2 + 5.5 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.21 | Base Stealth = AVD/2 + 5.5 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 12 | 2,750 | (+1) | Initiative | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 Base Stealth = AVD/2 + 6 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.35 | Base Stealth = AVD/2 + 6 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline |
Berserker | FURY | STEALTH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 Base Stealth = AVD/2 + 6.5 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.48 | Base Stealth = AVD/2 + 6.5 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 Base Stealth = AVD/2 + 7 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.6 | Base Stealth = AVD/2 + 7 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 15 | 5,390 | (+1) | Stamina | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 Base Stealth = AVD/2 + 7.5 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.73 | Base Stealth = AVD/2 + 7.5 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline |
Berserker | FURY | STEALTH | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 Base Stealth = AVD/2 + 8 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.86 | Base Stealth = AVD/2 + 8 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 Base Stealth = AVD/2 + 8.5 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 2.98 | Base Stealth = AVD/2 + 8.5 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 18 | 9,680 | (+1) | Resolve | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 Base Stealth = AVD/2 + 9 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 3.1 | Base Stealth = AVD/2 + 9 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline |
Berserker | FURY | STEALTH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 Base Stealth = AVD/2 + 9.5 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 3.22 | Base Stealth = AVD/2 + 9.5 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Berserker | FURY | STEALTH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 Base Stealth = AVD/2 + 10 |
(+1) Fury skills (+3) Stealth skills, min. 1 in primary discipline |
Fury Max = STAM x 3.34 | Base Stealth = AVD/2 + 10 | (+1) Fury skills | (+3) Stealth skills, min. 1 in primary discipline | |
Battlemage | VIGOR | SPIRIT | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Vigor Max (n/a) Spirit Max (1d8) |
Pick 2 level 0 Vigor skills Gain all Tier 0 powers for your class |
Vigor Max (n/a) | Spirit Max (1d8) | Pick 2 level 0 Vigor skills | Gain all Tier 0 powers for your class | |
Battlemage | VIGOR | SPIRIT | 1 | 0 | (+1) | 0 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 0.5 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 1 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 3 | 80 | (+1) | Strength | 1 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 1.5 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers |
Battlemage | VIGOR | SPIRIT | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 2 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 2.5 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 6 | 440 | (+1) | Intellect | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 3 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers |
Battlemage | VIGOR | SPIRIT | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 3.5 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 4 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 9 | 1,230 | (+1) | Stamina | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 4.5 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers |
Battlemage | VIGOR | SPIRIT | 10 | 1,640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 Spirit Max (+1d8) |
(+2) Vigor skills (+2) Memorized Spirit Powers |
Vigor Max = STR x 5 | Spirit Max (+1d8) | (+2) Vigor skills | (+2) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 5.3 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 12 | 2,750 | (+1) | Intellect | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 5.5 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers |
Battlemage | VIGOR | SPIRIT | 13 | 3,480 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 5.8 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 14 | 4,350 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 6 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 15 | 5,390 | (+1) | Strength | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 6.3 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers |
Battlemage | VIGOR | SPIRIT | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 6.5 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 17 | 8,030 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 6.8 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 18 | 9,680 | (+1) | Wisdom | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 7 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers |
Battlemage | VIGOR | SPIRIT | 19 | 11,590 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 7.3 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers | |
Battlemage | VIGOR | SPIRIT | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 Spirit Max (+1d8) |
(+1) Vigor skills (+1) Memorized Spirit Powers |
Vigor Max = STR x 7.5 | Spirit Max (+1d8) | (+1) Vigor skills | (+1) Memorized Spirit Powers | |
Cleric | VIGOR | FAITH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Vigor Max (n/a) Max Faith = WIS/2 |
Pick 2 level 0 Vigor skills Select 3 Tier 0 powers from your Faith path |
Vigor Max (n/a) | Max Faith = WIS/2 | Pick 2 level 0 Vigor skills | Select 3 Tier 0 powers from your Faith path | |
Cleric | VIGOR | FAITH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 Max Faith = WIS/2 + 0.5 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 0.5 | Max Faith = WIS/2 + 0.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 Max Faith = WIS/2 + 1 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 1 | Max Faith = WIS/2 + 1 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 3 | 80 | (+1) | Strength | 2 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 Max Faith = WIS/2 + 1.5 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 1.5 | Max Faith = WIS/2 + 1.5 | (+2) Vigor skills | (+2) Memorized Faith Powers |
Cleric | VIGOR | FAITH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 Max Faith = WIS/2 + 2 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 2 | Max Faith = WIS/2 + 2 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 Max Faith = WIS/2 + 2.5 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 2.5 | Max Faith = WIS/2 + 2.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 6 | 440 | (+1) | Wisdom | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 Max Faith = WIS/2 + 3 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 3 | Max Faith = WIS/2 + 3 | (+2) Vigor skills | (+2) Memorized Faith Powers |
Cleric | VIGOR | FAITH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 Max Faith = WIS/2 + 3.5 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 3.5 | Max Faith = WIS/2 + 3.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 Max Faith = WIS/2 + 4 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 4 | Max Faith = WIS/2 + 4 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 9 | 1,230 | (+1) | Strength | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 Max Faith = WIS/2 + 4.5 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 4.5 | Max Faith = WIS/2 + 4.5 | (+2) Vigor skills | (+2) Memorized Faith Powers |
Cleric | VIGOR | FAITH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 Max Faith = WIS/2 + 5 |
(+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 5 | Max Faith = WIS/2 + 5 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 Max Faith = WIS/2 + 5.5 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 5.3 | Max Faith = WIS/2 + 5.5 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 12 | 2,750 | (+1) | Stamina | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 Max Faith = WIS/2 + 6 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 5.5 | Max Faith = WIS/2 + 6 | (+1) Vigor skills | (+1) Memorized Faith Powers |
Cleric | VIGOR | FAITH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 Max Faith = WIS/2 + 6.5 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 5.8 | Max Faith = WIS/2 + 6.5 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 Max Faith = WIS/2 + 7 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6 | Max Faith = WIS/2 + 7 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 15 | 5,390 | (+1) | Stamina | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 Max Faith = WIS/2 + 7.5 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6.3 | Max Faith = WIS/2 + 7.5 | (+1) Vigor skills | (+1) Memorized Faith Powers |
Cleric | VIGOR | FAITH | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 Max Faith = WIS/2 + 8 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6.5 | Max Faith = WIS/2 + 8 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 Max Faith = WIS/2 + 8.5 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6.8 | Max Faith = WIS/2 + 8.5 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 18 | 9,680 | (+1) | Wisdom | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 Max Faith = WIS/2 + 9 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 7 | Max Faith = WIS/2 + 9 | (+1) Vigor skills | (+1) Memorized Faith Powers |
Cleric | VIGOR | FAITH | 19 | 11,590 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 Max Faith = WIS/2 + 9.5 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 7.3 | Max Faith = WIS/2 + 9.5 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 Max Faith = WIS/2 + 10 |
(+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 7.5 | Max Faith = WIS/2 + 10 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Spirit Max (1d8) Max Faith = WIS/2 |
Gain all Tier 0 powers for your class Select 3 Tier 0 powers from your Faith path |
Spirit Max (1d8) | Max Faith = WIS/2 | Gain all Tier 0 powers for your class | Select 3 Tier 0 powers from your Faith path | |
Druid | SPIRIT | FAITH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 0.5 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 0.5 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 1 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 1 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 3 | 80 | (+1) | Wisdom | 1 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 1.5 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 1.5 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers |
Druid | SPIRIT | FAITH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 2 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 2 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 2.5 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 2.5 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 6 | 440 | (+1) | Intellect | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 3 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 3 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers |
Druid | SPIRIT | FAITH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 3.5 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 3.5 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 4 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 4 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 9 | 1,230 | (+1) | Initiative | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 4.5 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 4.5 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers |
Druid | SPIRIT | FAITH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 5 |
(+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 5 | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 5.5 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 5.5 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 12 | 2,750 | (+1) | Wisdom | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 6 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 6 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers |
Druid | SPIRIT | FAITH | 13 | 3,480 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 6.5 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 6.5 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 7 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 7 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 15 | 5,390 | (+1) | Intellect | 5 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 7.5 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 7.5 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers |
Druid | SPIRIT | FAITH | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 8 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 8 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 8.5 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 8.5 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 18 | 9,680 | (+1) | Resolve | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 9 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 9 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers |
Druid | SPIRIT | FAITH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Max Faith = WIS/2 + 9.5 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 9.5 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Max Faith = WIS/2 + 10 |
(+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | Max Faith = WIS/2 + 10 | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Guardian | HONOR | VIGOR | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Core Code Only Vigor Max (n/a) |
(+1) Oath, (+1) Virtue Pick 2 level 0 Vigor skills |
Core Code Only | Vigor Max (n/a) | (+1) Oath, (+1) Virtue | Pick 2 level 0 Vigor skills | |
Guardian | HONOR | VIGOR | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Core Code Only Vigor Max = STR x 0.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core Code Only | Vigor Max = STR x 0.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Core Code Only Vigor Max = STR x 1 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core Code Only | Vigor Max = STR x 1 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 3 | 80 | (+1) | Strength | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Vigor Max = STR x 1.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor Codes | Vigor Max = STR x 1.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills |
Guardian | HONOR | VIGOR | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Vigor Max = STR x 2 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor Codes | Vigor Max = STR x 2 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Vigor Max = STR x 2.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor Codes | Vigor Max = STR x 2.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 6 | 440 | (+1) | Perception | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Vigor Max = STR x 3 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor Codes | Vigor Max = STR x 3 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills |
Guardian | HONOR | VIGOR | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Vigor Max = STR x 3.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor Codes | Vigor Max = STR x 3.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Vigor Max = STR x 4 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor Codes | Vigor Max = STR x 4 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 9 | 1,230 | (+1) | Stamina | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Vigor Max = STR x 4.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 4.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills |
Guardian | HONOR | VIGOR | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Vigor Max = STR x 5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Vigor Max = STR x 5.3 |
(+1) Oath, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 5.3 | (+1) Oath, (+1) Code Skill | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 12 | 2,750 | (+1) | Strength | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Vigor Max = STR x 5.5 |
(+1) Virtue, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 5.5 | (+1) Virtue, (+1) Code Skill | (+1) Vigor skills |
Guardian | HONOR | VIGOR | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Vigor Max = STR x 5.8 |
(+1) Oath, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 5.8 | (+1) Oath, (+1) Code Skill | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Vigor Max = STR x 6 |
(+1) Virtue, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 6 | (+1) Virtue, (+1) Code Skill | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 15 | 5,390 | (+1) | Stamina | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Vigor Max = STR x 6.3 |
(+1) Oath, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 6.3 | (+1) Oath, (+1) Code Skill | (+1) Vigor skills |
Guardian | HONOR | VIGOR | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Vigor Max = STR x 6.5 |
(+1) Virtue, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 6.5 | (+1) Virtue, (+1) Code Skill | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Vigor Max = STR x 6.8 |
(+1) Oath, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 6.8 | (+1) Oath, (+1) Code Skill | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 18 | 9,680 | (+1) | Stamina | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Vigor Max = STR x 7 |
(+1) Virtue, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 7 | (+1) Virtue, (+1) Code Skill | (+1) Vigor skills |
Guardian | HONOR | VIGOR | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Vigor Max = STR x 7.3 |
(+1) Oath, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 7.3 | (+1) Oath, (+1) Code Skill | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Vigor Max = STR x 7.5 |
(+1) Virtue, (+1) Code Skill (+1) Vigor skills |
Core + Minor + Great Codes | Vigor Max = STR x 7.5 | (+1) Virtue, (+1) Code Skill | (+1) Vigor skills | |
Knight | HONOR | HONOR | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Core Code Only | (+1) Oath, (+1) Virtue | Core Code Only | Core Code Only | (+1) Oath, (+1) Virtue | (+1) Oath, (+1) Virtue | |
Knight | HONOR | HONOR | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Core Code Only | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core Code Only | Core Code Only | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Core Code Only | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core Code Only | Core Code Only | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 3 | 80 | (+1) | Stamina | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor Codes | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill |
Knight | HONOR | HONOR | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor Codes | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor Codes | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 6 | 440 | (+1) | Initiative | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor Codes | Core + Minor Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill |
Knight | HONOR | HONOR | 7 | 640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 9 | 1,230 | (+1) | Stamina | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill |
Knight | HONOR | HONOR | 10 | 1,640 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | (+1) Oath, (+1) Code Skill | |
Knight | HONOR | HONOR | 12 | 2,750 | (+1) | Initiative | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | (+1) Virtue, (+1) Code Skill |
Knight | HONOR | HONOR | 13 | 3,480 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | (+1) Oath, (+1) Code Skill | |
Knight | HONOR | HONOR | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 15 | 5,390 | (+1) | Initiative | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | (+1) Oath, (+1) Code Skill |
Knight | HONOR | HONOR | 16 | 6,610 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | (+1) Virtue, (+1) Code Skill | |
Knight | HONOR | HONOR | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | (+1) Oath, (+1) Code Skill | |
Knight | HONOR | HONOR | 18 | 9,680 | (+1) | Wisdom | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | (+1) Virtue, (+1) Code Skill |
Knight | HONOR | HONOR | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Oath, (+1) Code Skill | (+1) Oath, (+1) Code Skill | |
Knight | HONOR | HONOR | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | Core + Minor + Great Codes | Core + Minor + Great Codes | (+1) Virtue, (+1) Code Skill | (+1) Virtue, (+1) Code Skill | |
Mage | SPIRIT | SPIRIT | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Spirit Max (2d6) | Gain all Tier 0 powers for your class | Spirit Max (2d6) | Spirit Max (2d6) | Gain all Tier 0 powers for your class | Gain all Tier 0 powers for your class | |
Mage | SPIRIT | SPIRIT | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 2 | 30 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 3 | 80 | (+1) | Intellect | 2 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers |
Mage | SPIRIT | SPIRIT | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 6 | 440 | (+1) | Intellect | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers |
Mage | SPIRIT | SPIRIT | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 9 | 1,230 | (+1) | Wisdom | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers |
Mage | SPIRIT | SPIRIT | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+2) Memorized Spirit Powers | (+2) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 12 | 2,750 | (+1) | Intellect | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers |
Mage | SPIRIT | SPIRIT | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 15 | 5,390 | (+1) | Wisdom | 6 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers |
Mage | SPIRIT | SPIRIT | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 18 | 9,680 | (+1) | Resolve | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers |
Mage | SPIRIT | SPIRIT | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers | |
Mage | SPIRIT | SPIRIT | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | Spirit Max (+2d6) | Spirit Max (+2d6) | (+1) Memorized Spirit Powers | (+1) Memorized Spirit Powers | |
Martial Artist | FOCUS | FOCUS | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Focus Max (n/a), Focus Dice (1) | (+1) Racial Focus skill point | Focus Max (n/a), Focus Dice (1) | Focus Max (n/a), Focus Dice (1) | (+1) Racial Focus skill point | (+1) Racial Focus skill point | |
Martial Artist | FOCUS | FOCUS | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 0.5, Focus Dice (2) | (+2) Focus skill points | Focus Max = RES/2 + 0.5, Focus Dice (2) | Focus Max = RES/2 + 0.5, Focus Dice (2) | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 1, Focus Dice (2) | (+2) Focus skill points | Focus Max = RES/2 + 1, Focus Dice (2) | Focus Max = RES/2 + 1, Focus Dice (2) | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 3 | 80 | (+1) | Resolve | 2 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 1.5, Focus Dice (3) | (+2) Focus skill points, Unarmed Alacrity (passive) | Focus Max = RES/2 + 1.5, Focus Dice (3) | Focus Max = RES/2 + 1.5, Focus Dice (3) | (+2) Focus skill points, Unarmed Alacrity (passive) | (+2) Focus skill points, Unarmed Alacrity (passive) |
Martial Artist | FOCUS | FOCUS | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 2, Focus Dice (3) | (+2) Focus skill points | Focus Max = RES/2 + 2, Focus Dice (3) | Focus Max = RES/2 + 2, Focus Dice (3) | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 2.5, Focus Dice (3) | (+2) Focus skill points | Focus Max = RES/2 + 2.5, Focus Dice (3) | Focus Max = RES/2 + 2.5, Focus Dice (3) | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 6 | 440 | (+1) | Avoidance | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 3, Focus Dice (4) | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | Focus Max = RES/2 + 3, Focus Dice (4) | Focus Max = RES/2 + 3, Focus Dice (4) | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Martial Artist | FOCUS | FOCUS | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 3.5, Focus Dice (4) | (+2) Focus skill points | Focus Max = RES/2 + 3.5, Focus Dice (4) | Focus Max = RES/2 + 3.5, Focus Dice (4) | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 4, Focus Dice (4) | (+2) Focus skill points | Focus Max = RES/2 + 4, Focus Dice (4) | Focus Max = RES/2 + 4, Focus Dice (4) | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 9 | 1,230 | (+1) | Resolve | 4 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 4.5, Focus Dice (5) | (+2) Focus skill points, Double Reaction (passive) | Focus Max = RES/2 + 4.5, Focus Dice (5) | Focus Max = RES/2 + 4.5, Focus Dice (5) | (+2) Focus skill points, Double Reaction (passive) | (+2) Focus skill points, Double Reaction (passive) |
Martial Artist | FOCUS | FOCUS | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 5, Focus Dice (5) | (+2) Focus skill points | Focus Max = RES/2 + 5, Focus Dice (5) | Focus Max = RES/2 + 5, Focus Dice (5) | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 5.5, Focus Dice (5) | (+1) Focus skill point, Extra Attack (passive) | Focus Max = RES/2 + 5.5, Focus Dice (5) | Focus Max = RES/2 + 5.5, Focus Dice (5) | (+1) Focus skill point, Extra Attack (passive) | (+1) Focus skill point, Extra Attack (passive) | |
Martial Artist | FOCUS | FOCUS | 12 | 2,750 | (+1) | Agility | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 6, Focus Dice (6) | (+1) Focus skill point | Focus Max = RES/2 + 6, Focus Dice (6) | Focus Max = RES/2 + 6, Focus Dice (6) | (+1) Focus skill point | (+1) Focus skill point |
Martial Artist | FOCUS | FOCUS | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 6.5, Focus Dice (6) | (+1) Focus skill point | Focus Max = RES/2 + 6.5, Focus Dice (6) | Focus Max = RES/2 + 6.5, Focus Dice (6) | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 7.5, Focus Dice (6) | (+1) Focus skill point | Focus Max = RES/2 + 7.5, Focus Dice (6) | Focus Max = RES/2 + 7.5, Focus Dice (6) | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 15 | 5,390 | (+1) | Initiative | 6 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 7.5, Focus Dice (7) | (+1) Focus skill point | Focus Max = RES/2 + 7.5, Focus Dice (7) | Focus Max = RES/2 + 7.5, Focus Dice (7) | (+1) Focus skill point | (+1) Focus skill point |
Martial Artist | FOCUS | FOCUS | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 8, Focus Dice (7) | (+1) Focus skill point | Focus Max = RES/2 + 8, Focus Dice (7) | Focus Max = RES/2 + 8, Focus Dice (7) | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 8.5, Focus Dice (7) | (+1) Focus skill point | Focus Max = RES/2 + 8.5, Focus Dice (7) | Focus Max = RES/2 + 8.5, Focus Dice (7) | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 18 | 9,680 | (+1) | Resolve | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 9, Focus Dice (7) | (+1) Focus skill point | Focus Max = RES/2 + 9, Focus Dice (7) | Focus Max = RES/2 + 9, Focus Dice (7) | (+1) Focus skill point | (+1) Focus skill point |
Martial Artist | FOCUS | FOCUS | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 9.5, Focus Dice (7) | (+1) Focus skill point | Focus Max = RES/2 + 9.5, Focus Dice (7) | Focus Max = RES/2 + 9.5, Focus Dice (7) | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 10, Focus Dice (7) | (+1) Focus skill point | Focus Max = RES/2 + 10, Focus Dice (7) | Focus Max = RES/2 + 10, Focus Dice (7) | (+1) Focus skill point | (+1) Focus skill point | |
Monk | FAITH | STEALTH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Max Faith = WIS/2 Base Stealth (n/a) |
Select 3 Tier 0 powers from your Faith path Rank1 of 2 Stealth skills from primary discipline |
Max Faith = WIS/2 | Base Stealth (n/a) | Select 3 Tier 0 powers from your Faith path | Rank1 of 2 Stealth skills from primary discipline | |
Monk | FAITH | STEALTH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 0.5 Base Stealth = AVD/2 + 0.5 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 0.5 | Base Stealth = AVD/2 + 0.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 1 Base Stealth = AVD/2 + 1 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 1 | Base Stealth = AVD/2 + 1 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 3 | 80 | (+1) | Avoidance | 2 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 1.5 Base Stealth = AVD/2 + 1.5 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 1.5 | Base Stealth = AVD/2 + 1.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline |
Monk | FAITH | STEALTH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 2 Base Stealth = AVD/2 + 2 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 2 | Base Stealth = AVD/2 + 2 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 2.5 Base Stealth = AVD/2 + 2.5 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 2.5 | Base Stealth = AVD/2 + 2.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 6 | 440 | (+1) | Avoidance | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 3 Base Stealth = AVD/2 + 3 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 3 | Base Stealth = AVD/2 + 3 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline |
Monk | FAITH | STEALTH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 3.5 Base Stealth = AVD/2 + 3.5 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 3.5 | Base Stealth = AVD/2 + 3.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 4 Base Stealth = AVD/2 + 4 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 4 | Base Stealth = AVD/2 + 4 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 9 | 1,230 | (+1) | Wisdom | 4 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 4.5 Base Stealth = AVD/2 + 4.5 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 4.5 | Base Stealth = AVD/2 + 4.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline |
Monk | FAITH | STEALTH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 5 Base Stealth = AVD/2 + 5 |
(+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 5 | Base Stealth = AVD/2 + 5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 5.5 Base Stealth = AVD/2 + 5.5 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 5.5 | Base Stealth = AVD/2 + 5.5 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 12 | 2,750 | (+1) | Resolve | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 6 Base Stealth = AVD/2 + 6 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 6 | Base Stealth = AVD/2 + 6 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline |
Monk | FAITH | STEALTH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 6.5 Base Stealth = AVD/2 + 6.5 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 6.5 | Base Stealth = AVD/2 + 6.5 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 7 Base Stealth = AVD/2 + 7 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 7 | Base Stealth = AVD/2 + 7 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 15 | 5,390 | (+1) | Wisdom | 6 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 7.5 Base Stealth = AVD/2 + 7.5 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 7.5 | Base Stealth = AVD/2 + 7.5 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline |
Monk | FAITH | STEALTH | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 8 Base Stealth = AVD/2 + 8 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 8 | Base Stealth = AVD/2 + 8 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 8.5 Base Stealth = AVD/2 + 8.5 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 8.5 | Base Stealth = AVD/2 + 8.5 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 18 | 9,680 | (+1) | Resolve | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 9 Base Stealth = AVD/2 + 9 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 9 | Base Stealth = AVD/2 + 9 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline |
Monk | FAITH | STEALTH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 9.5 Base Stealth = AVD/2 + 9.5 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 9.5 | Base Stealth = AVD/2 + 9.5 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 10 Base Stealth = AVD/2 + 10 |
(+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Max Faith = WIS/2 + 10 | Base Stealth = AVD/2 + 10 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Ninja | STEALTH | FOCUS | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Base Stealth (n/a) Focus Max (n/a), Focus Dice (1) |
Rank1 of 2 Stealth skills from primary discipline (+1) Racial Focus skill point |
Base Stealth (n/a) | Focus Max (n/a), Focus Dice (1) | Rank1 of 2 Stealth skills from primary discipline | (+1) Racial Focus skill point | |
Ninja | STEALTH | FOCUS | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 0.5 Focus Max = RES/2 + 0.5, Focus Dice (1) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 0.5 | Focus Max = RES/2 + 0.5, Focus Dice (1) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 1 Focus Max = RES/2 + 1, Focus Dice (2) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 1 | Focus Max = RES/2 + 1, Focus Dice (2) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 3 | 80 | (+1) | Avoidance | 2 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 1.5 Focus Max = RES/2 + 1.5, Focus Dice (2) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points & (+1) Racial Focus skill point |
Base Stealth = AVD/2 + 1.5 | Focus Max = RES/2 + 1.5, Focus Dice (2) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points & (+1) Racial Focus skill point |
Ninja | STEALTH | FOCUS | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 2 Focus Max = RES/2 + 2, Focus Dice (2) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points, Unarmed Alacrity (passive) |
Base Stealth = AVD/2 + 2 | Focus Max = RES/2 + 2, Focus Dice (2) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Ninja | STEALTH | FOCUS | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 2.5 Focus Max = RES/2 + 2.5, Focus Dice (3) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 2.5 | Focus Max = RES/2 + 2.5, Focus Dice (3) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 6 | 440 | (+1) | Resolve | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 3 Focus Max = RES/2 + 3, Focus Dice (3) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points & (+1) Racial Focus skill point |
Base Stealth = AVD/2 + 3 | Focus Max = RES/2 + 3, Focus Dice (3) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points & (+1) Racial Focus skill point |
Ninja | STEALTH | FOCUS | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 3.5 Focus Max = RES/2 + 3.5, Focus Dice (3) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 3.5 | Focus Max = RES/2 + 3.5, Focus Dice (3) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 4 Focus Max = RES/2 + 4, Focus Dice (4) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Base Stealth = AVD/2 + 4 | Focus Max = RES/2 + 4, Focus Dice (4) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | |
Ninja | STEALTH | FOCUS | 9 | 1,230 | (+1) | Avoidance | 4 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 4.5 Focus Max = RES/2 + 4.5, Focus Dice (4) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points & (+1) Racial Focus skill point |
Base Stealth = AVD/2 + 4.5 | Focus Max = RES/2 + 4.5, Focus Dice (4) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points & (+1) Racial Focus skill point |
Ninja | STEALTH | FOCUS | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 5 Focus Max = RES/2 + 5, Focus Dice (4) |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points, Double Reaction (passive) |
Base Stealth = AVD/2 + 5 | Focus Max = RES/2 + 5, Focus Dice (4) | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points, Double Reaction (passive) | |
Ninja | STEALTH | FOCUS | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 5.5 Focus Max = RES/2 + 5.5, Focus Dice (4) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 5.5 | Focus Max = RES/2 + 5.5, Focus Dice (4) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 12 | 2,750 | (+1) | Agility | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 6 Focus Max = RES/2 + 6, Focus Dice (5) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point, Extra Attack (passive) |
Base Stealth = AVD/2 + 6 | Focus Max = RES/2 + 6, Focus Dice (5) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point, Extra Attack (passive) |
Ninja | STEALTH | FOCUS | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 6.5 Focus Max = RES/2 + 6.5, Focus Dice (5) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point & (+1) Racial Focus skill point |
Base Stealth = AVD/2 + 6.5 | Focus Max = RES/2 + 6.5, Focus Dice (5) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point & (+1) Racial Focus skill point | |
Ninja | STEALTH | FOCUS | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 7 Focus Max = RES/2 + 7, Focus Dice (5) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 7 | Focus Max = RES/2 + 7, Focus Dice (5) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 15 | 5,390 | (+1) | Resolve | 6 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 7.5 Focus Max = RES/2 + 7.5, Focus Dice (6) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 7.5 | Focus Max = RES/2 + 7.5, Focus Dice (6) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point |
Ninja | STEALTH | FOCUS | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 8 Focus Max = RES/2 + 8, Focus Dice (6) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 8 | Focus Max = RES/2 + 8, Focus Dice (6) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 8.5 Focus Max = RES/2 + 8.5, Focus Dice (6) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point & (+1) Racial Focus skill point |
Base Stealth = AVD/2 + 8.5 | Focus Max = RES/2 + 8.5, Focus Dice (6) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point & (+1) Racial Focus skill point | |
Ninja | STEALTH | FOCUS | 18 | 9,680 | (+1) | Wisdom | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 9 Focus Max = RES/2 + 9, Focus Dice (7) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 9 | Focus Max = RES/2 + 9, Focus Dice (7) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point |
Ninja | STEALTH | FOCUS | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 9.5 Focus Max = RES/2 + 9.5, Focus Dice (7) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 9.5 | Focus Max = RES/2 + 9.5, Focus Dice (7) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 10 Focus Max = RES/2 + 10, Focus Dice (7) |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 10 | Focus Max = RES/2 + 10, Focus Dice (7) | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Paladin | HONOR | FAITH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Core Code Only Max Faith = WIS/2 |
(+1) Oath, (+1) Virtue Select 3 Tier 0 powers from your Faith path |
Core Code Only | Max Faith = WIS/2 | (+1) Oath, (+1) Virtue | Select 3 Tier 0 powers from your Faith path | |
Paladin | HONOR | FAITH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Core Code Only Max Faith = WIS/2 + 0.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core Code Only | Max Faith = WIS/2 + 0.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Core Code Only Max Faith = WIS/2 + 1 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core Code Only | Max Faith = WIS/2 + 1 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 3 | 80 | (+1) | Stamina | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Max Faith = WIS/2 + 1.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor Codes | Max Faith = WIS/2 + 1.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers |
Paladin | HONOR | FAITH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Max Faith = WIS/2 + 2 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor Codes | Max Faith = WIS/2 + 2 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Max Faith = WIS/2 + 2.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor Codes | Max Faith = WIS/2 + 2.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 6 | 440 | (+1) | Wisdom | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Max Faith = WIS/2 + 3 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor Codes | Max Faith = WIS/2 + 3 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers |
Paladin | HONOR | FAITH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Max Faith = WIS/2 + 3.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor Codes | Max Faith = WIS/2 + 3.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Max Faith = WIS/2 + 4 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 4 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 9 | 1,230 | (+1) | Initiative | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Max Faith = WIS/2 + 4.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 4.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers |
Paladin | HONOR | FAITH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Max Faith = WIS/2 + 5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Max Faith = WIS/2 + 5.5 |
(+1) Oath, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 5.5 | (+1) Oath, (+1) Code Skill | (+1) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 12 | 2,750 | (+1) | Wisdom | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Max Faith = WIS/2 + 6 |
(+1) Virtue, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 6 | (+1) Virtue, (+1) Code Skill | (+1) Memorized Faith Powers |
Paladin | HONOR | FAITH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Max Faith = WIS/2 + 6.5 |
(+1) Oath, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 6.5 | (+1) Oath, (+1) Code Skill | (+1) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Max Faith = WIS/2 + 7 |
(+1) Virtue, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 7 | (+1) Virtue, (+1) Code Skill | (+1) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 15 | 5,390 | (+1) | Resolve | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Max Faith = WIS/2 + 7.5 |
(+1) Oath, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 7.5 | (+1) Oath, (+1) Code Skill | (+1) Memorized Faith Powers |
Paladin | HONOR | FAITH | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Max Faith = WIS/2 + 8 |
(+1) Virtue, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 8 | (+1) Virtue, (+1) Code Skill | (+1) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Max Faith = WIS/2 + 8.5 |
(+1) Oath, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 8.5 | (+1) Oath, (+1) Code Skill | (+1) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 18 | 9,680 | (+1) | Stamina | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Max Faith = WIS/2 + 9 |
(+1) Virtue, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 9 | (+1) Virtue, (+1) Code Skill | (+1) Memorized Faith Powers |
Paladin | HONOR | FAITH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Max Faith = WIS/2 + 9.5 |
(+1) Oath, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 9.5 | (+1) Oath, (+1) Code Skill | (+1) Memorized Faith Powers | |
Paladin | HONOR | FAITH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Max Faith = WIS/2 + 10 |
(+1) Virtue, (+1) Code Skill (+1) Memorized Faith Powers |
Core + Minor + Great Codes | Max Faith = WIS/2 + 10 | (+1) Virtue, (+1) Code Skill | (+1) Memorized Faith Powers | |
Pit-Fighter | FURY | FOCUS | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Fury Max (n/a) Focus Max (n/a), Focus Dice (1) |
Pick 2 level 0 Fury skills (+1) Racial Focus skill point |
Fury Max (n/a) | Focus Max (n/a), Focus Dice (1) | Pick 2 level 0 Fury skills | (+1) Racial Focus skill point | |
Pit-Fighter | FURY | FOCUS | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 Focus Max = RES/2 + 0.5, Focus Dice (1) |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 0.58 | Focus Max = RES/2 + 0.5, Focus Dice (1) | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 Focus Max = RES/2 + 1, Focus Dice (1) |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 0.8 | Focus Max = RES/2 + 1, Focus Dice (1) | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 3 | 80 | (+1) | Resolve | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 Focus Max = RES/2 + 1.5, Focus Dice (2) |
(+2) Fury skills (+2) Focus skill points & (+1) Racial Focus skill point |
Fury Max = STAM x 1.0 | Focus Max = RES/2 + 1.5, Focus Dice (2) | (+2) Fury skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Pit-Fighter | FURY | FOCUS | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 Focus Max = RES/2 + 2, Focus Dice (2) |
(+2) Fury skills (+2) Focus skill points, Unarmed Alacrity (passive) |
Fury Max = STAM x 1.18 | Focus Max = RES/2 + 2, Focus Dice (2) | (+2) Fury skills | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Pit-Fighter | FURY | FOCUS | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 Focus Max = RES/2 + 2.5, Focus Dice (2) |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 1.35 | Focus Max = RES/2 + 2.5, Focus Dice (2) | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 6 | 440 | (+1) | Stamina | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 Focus Max = RES/2 + 3, Focus Dice (3) |
(+2) Fury skills (+2) Focus skill points & (+1) Racial Focus skill point |
Fury Max = STAM x 1.5 | Focus Max = RES/2 + 3, Focus Dice (3) | (+2) Fury skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Pit-Fighter | FURY | FOCUS | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 Focus Max = RES/2 + 3.5, Focus Dice (3) |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 1.65 | Focus Max = RES/2 + 3.5, Focus Dice (3) | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 Focus Max = RES/2 + 4, Focus Dice (3) |
(+2) Fury skills (+2) Focus skill points, One-Against-Many (passive) |
Fury Max = STAM x 1.8 | Focus Max = RES/2 + 4, Focus Dice (3) | (+2) Fury skills | (+2) Focus skill points, One-Against-Many (passive) | |
Pit-Fighter | FURY | FOCUS | 9 | 1,230 | (+1) | Initiative | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 Focus Max = RES/2 + 4.5, Focus Dice (4) |
(+2) Fury skills (+2) Focus skill points & (+1) Racial Focus skill point |
Fury Max = STAM x 1.94 | Focus Max = RES/2 + 4.5, Focus Dice (4) | (+2) Fury skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Pit-Fighter | FURY | FOCUS | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 Focus Max = RES/2 + 5, Focus Dice (4) |
(+2) Fury skills (+2) Focus skill points, Double Reaction (passive) |
Fury Max = STAM x 2.08 | Focus Max = RES/2 + 5, Focus Dice (4) | (+2) Fury skills | (+2) Focus skill points, Double Reaction (passive) | |
Pit-Fighter | FURY | FOCUS | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 Focus Max = RES/2 + 5.5, Focus Dice (4) |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.21 | Focus Max = RES/2 + 5.5, Focus Dice (4) | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 12 | 2,750 | (+1) | Resolve | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 Focus Max = RES/2 + 6, Focus Dice (4) |
(+1) Fury skills (+1) Focus skill point, Extra Attack (passive) |
Fury Max = STAM x 2.35 | Focus Max = RES/2 + 6, Focus Dice (4) | (+1) Fury skills | (+1) Focus skill point, Extra Attack (passive) |
Pit-Fighter | FURY | FOCUS | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 Focus Max = RES/2 + 6.5, Focus Dice (5) |
(+1) Fury skills (+1) Focus skill point & (+1) Racial Focus skill point |
Fury Max = STAM x 2.48 | Focus Max = RES/2 + 6.5, Focus Dice (5) | (+1) Fury skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Pit-Fighter | FURY | FOCUS | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 Focus Max = RES/2 + 7, Focus Dice (5) |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.6 | Focus Max = RES/2 + 7, Focus Dice (5) | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 15 | 5,390 | (+1) | Stamina | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 Focus Max = RES/2 + 7.5, Focus Dice (5) |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.73 | Focus Max = RES/2 + 7.5, Focus Dice (5) | (+1) Fury skills | (+1) Focus skill point |
Pit-Fighter | FURY | FOCUS | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 Focus Max = RES/2 + 8, Focus Dice (6) |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.86 | Focus Max = RES/2 + 8, Focus Dice (6) | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 Focus Max = RES/2 + 8.5, Focus Dice (6) |
(+1) Fury skills (+1) Focus skill point & (+1) Racial Focus skill point |
Fury Max = STAM x 2.98 | Focus Max = RES/2 + 8.5, Focus Dice (6) | (+1) Fury skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Pit-Fighter | FURY | FOCUS | 18 | 9,680 | (+1) | Initiative | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 Focus Max = RES/2 + 9, Focus Dice (6) |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 3.1 | Focus Max = RES/2 + 9, Focus Dice (6) | (+1) Fury skills | (+1) Focus skill point |
Pit-Fighter | FURY | FOCUS | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 Focus Max = RES/2 + 9.5, Focus Dice (7) |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 3.22 | Focus Max = RES/2 + 9.5, Focus Dice (7) | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 Focus Max = RES/2 + 10, Focus Dice (7) |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 3.34 | Focus Max = RES/2 + 10, Focus Dice (7) | (+1) Fury skills | (+1) Focus skill point | |
Priest | FAITH | FAITH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Max Faith = WIS/2 +2 | Select 5 Tier 0 powers from your Faith path | Max Faith = WIS/2 +2 | Max Faith = WIS/2 +2 | Select 5 Tier 0 powers from your Faith path | Select 5 Tier 0 powers from your Faith path | |
Priest | FAITH | FAITH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 2.5 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 2.5 | Max Faith = WIS/2 + 2.5 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |
Priest | FAITH | FAITH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 3 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 3 | Max Faith = WIS/2 + 3 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |
Priest | FAITH | FAITH | 3 | 80 | (+1) | Wisdom | 2 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 3.5 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 3.5 | Max Faith = WIS/2 + 3.5 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers |
Priest | FAITH | FAITH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 4 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 4 | Max Faith = WIS/2 + 4 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |
Priest | FAITH | FAITH | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 4.5 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 4.5 | Max Faith = WIS/2 + 4.5 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |
Priest | FAITH | FAITH | 6 | 440 | (+1) | Wisdom | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 5 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 5 | Max Faith = WIS/2 + 5 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers |
Priest | FAITH | FAITH | 7 | 640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 5.5 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 5.5 | Max Faith = WIS/2 + 5.5 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |
Priest | FAITH | FAITH | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 6 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 6 | Max Faith = WIS/2 + 6 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |
Priest | FAITH | FAITH | 9 | 1,230 | (+1) | Resolve | 4 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 6.5 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 6.5 | Max Faith = WIS/2 + 6.5 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers |
Priest | FAITH | FAITH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 7 | (+2) Memorized Faith Powers | Max Faith = WIS/2 + 7 | Max Faith = WIS/2 + 7 | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |
Priest | FAITH | FAITH | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 7.5 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 7.5 | Max Faith = WIS/2 + 7.5 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |
Priest | FAITH | FAITH | 12 | 2,750 | (+1) | Wisdom | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 8 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 8 | Max Faith = WIS/2 + 8 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers |
Priest | FAITH | FAITH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 8.5 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 8.5 | Max Faith = WIS/2 + 8.5 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |
Priest | FAITH | FAITH | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 9 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 9 | Max Faith = WIS/2 + 9 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |
Priest | FAITH | FAITH | 15 | 5,390 | (+1) | Intellect | 6 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 9.5 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 9.5 | Max Faith = WIS/2 + 9.5 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers |
Priest | FAITH | FAITH | 16 | 6,610 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 10 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 10 | Max Faith = WIS/2 + 10 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |
Priest | FAITH | FAITH | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 10.5 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 10.5 | Max Faith = WIS/2 + 10.5 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |
Priest | FAITH | FAITH | 18 | 9,680 | (+1) | Resolve | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 11 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 11 | Max Faith = WIS/2 + 11 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers |
Priest | FAITH | FAITH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 11.5 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 11.5 | Max Faith = WIS/2 + 11.5 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |
Priest | FAITH | FAITH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 12 | (+1) Memorized Faith Powers | Max Faith = WIS/2 + 12 | Max Faith = WIS/2 + 12 | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |
Ranger | VIGOR | STEALTH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Vigor Max (n/a) Base Stealth (n/a) |
Pick 2 level 0 Vigor skills Rank1 of 2 Stealth skills from primary discipline |
Vigor Max (n/a) | Base Stealth (n/a) | Pick 2 level 0 Vigor skills | Rank1 of 2 Stealth skills from primary discipline | |
Ranger | VIGOR | STEALTH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 Base Stealth = AVD/2 + 0.5 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 0.5 | Base Stealth = AVD/2 + 0.5 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 Base Stealth = AVD/2 + 1 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 1 | Base Stealth = AVD/2 + 1 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 3 | 80 | (+1) | Perception | 2 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 Base Stealth = AVD/2 + 1.5 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 1.5 | Base Stealth = AVD/2 + 1.5 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline |
Ranger | VIGOR | STEALTH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 Base Stealth = AVD/2 + 2 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 2 | Base Stealth = AVD/2 + 2 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 Base Stealth = AVD/2 + 2.5 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 2.5 | Base Stealth = AVD/2 + 2.5 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 6 | 440 | (+1) | Avoidance | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 Base Stealth = AVD/2 + 3 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 3 | Base Stealth = AVD/2 + 3 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline |
Ranger | VIGOR | STEALTH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 Base Stealth = AVD/2 + 3.5 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 3.5 | Base Stealth = AVD/2 + 3.5 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 Base Stealth = AVD/2 + 4 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 4 | Base Stealth = AVD/2 + 4 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 9 | 1,230 | (+1) | Strength | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 Base Stealth = AVD/2 + 4.5 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 4.5 | Base Stealth = AVD/2 + 4.5 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline |
Ranger | VIGOR | STEALTH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 Base Stealth = AVD/2 + 5 |
(+2) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 5 | Base Stealth = AVD/2 + 5 | (+2) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 Base Stealth = AVD/2 + 5.5 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 5.3 | Base Stealth = AVD/2 + 5.5 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 12 | 2,750 | (+1) | Avoidance | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 Base Stealth = AVD/2 + 6 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 5.5 | Base Stealth = AVD/2 + 6 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline |
Ranger | VIGOR | STEALTH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 Base Stealth = AVD/2 + 6.5 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 5.8 | Base Stealth = AVD/2 + 6.5 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 Base Stealth = AVD/2 + 7 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 6 | Base Stealth = AVD/2 + 7 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 15 | 5,390 | (+1) | Perception | 6 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 Base Stealth = AVD/2 + 7.5 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 6.3 | Base Stealth = AVD/2 + 7.5 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline |
Ranger | VIGOR | STEALTH | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 Base Stealth = AVD/2 + 8 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 6.5 | Base Stealth = AVD/2 + 8 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 Base Stealth = AVD/2 + 8.5 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 6.8 | Base Stealth = AVD/2 + 8.5 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 18 | 9,680 | (+1) | Strength | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 Base Stealth = AVD/2 + 9 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 7 | Base Stealth = AVD/2 + 9 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline |
Ranger | VIGOR | STEALTH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 Base Stealth = AVD/2 + 9.5 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 7.3 | Base Stealth = AVD/2 + 9.5 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Ranger | VIGOR | STEALTH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 Base Stealth = AVD/2 + 10 |
(+1) Vigor skills (+3) Stealth skills, min. 1 in primary discipline |
Vigor Max = STR x 7.5 | Base Stealth = AVD/2 + 10 | (+1) Vigor skills | (+3) Stealth skills, min. 1 in primary discipline | |
Runeweaver | SPIRIT | FOCUS | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Spirit Max (1d8) Focus Max (n/a), Focus Dice (1) |
Gain all Tier 0 powers for your class as Runic Tattoos (+1) Racial Focus skill point |
Spirit Max (1d8) | Focus Max (n/a), Focus Dice (1) | Gain all Tier 0 powers for your class as Runic Tattoos | (+1) Racial Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 1 | 0 | (+1) | 0 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 0.5, Focus Dice (1) |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 0.5, Focus Dice (1) | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 1, Focus Dice (2) |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 1, Focus Dice (2) | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 3 | 80 | (+1) | Resolve | 1 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 1.5, Focus Dice (2) |
(+3) Runic Tattoos (+2) Focus skill points & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 1.5, Focus Dice (2) | (+3) Runic Tattoos | (+2) Focus skill points & (+1) Racial Focus skill point |
Runeweaver | SPIRIT | FOCUS | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 2, Focus Dice (3) |
(+3) Runic Tattoos (+2) Focus skill points, Unarmed Alacrity (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 2, Focus Dice (3) | (+3) Runic Tattoos | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Runeweaver | SPIRIT | FOCUS | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 2.5, Focus Dice (3) |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 2.5, Focus Dice (3) | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 6 | 440 | (+1) | Agility | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 3, Focus Dice (3) |
(+3) Runic Tattoos (+2) Focus skill points & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 3, Focus Dice (3) | (+3) Runic Tattoos | (+2) Focus skill points & (+1) Racial Focus skill point |
Runeweaver | SPIRIT | FOCUS | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 3.5, Focus Dice (4) |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 3.5, Focus Dice (4) | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 4, Focus Dice (4) |
(+3) Runic Tattoos (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 4, Focus Dice (4) | (+3) Runic Tattoos | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | |
Runeweaver | SPIRIT | FOCUS | 9 | 1,230 | (+1) | Intellect | 3 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 4.5, Focus Dice (4) |
(+3) Runic Tattoos (+2) Focus skill points & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 4.5, Focus Dice (4) | (+3) Runic Tattoos | (+2) Focus skill points & (+1) Racial Focus skill point |
Runeweaver | SPIRIT | FOCUS | 10 | 1,640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 5, Focus Dice (4) |
(+3) Runic Tattoos (+2) Focus skill points, Double Reaction (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 5, Focus Dice (4) | (+3) Runic Tattoos | (+2) Focus skill points, Double Reaction (passive) | |
Runeweaver | SPIRIT | FOCUS | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 5.5, Focus Dice (5) |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 5.5, Focus Dice (5) | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 12 | 2,750 | (+1) | Resolve | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 6, Focus Dice (5) |
(+2) Runic Tattoos (+1) Focus skill point, Extra Attack (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 6, Focus Dice (5) | (+2) Runic Tattoos | (+1) Focus skill point, Extra Attack (passive) |
Runeweaver | SPIRIT | FOCUS | 13 | 3,480 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 6.5, Focus Dice (5) |
(+2) Runic Tattoos (+1) Focus skill point & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 6.5, Focus Dice (5) | (+2) Runic Tattoos | (+1) Focus skill point & (+1) Racial Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 7, Focus Dice (6) |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 7, Focus Dice (6) | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 15 | 5,390 | (+1) | Intellect | 5 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 7.5, Focus Dice (6) |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 7.5, Focus Dice (6) | (+2) Runic Tattoos | (+1) Focus skill point |
Runeweaver | SPIRIT | FOCUS | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 8, Focus Dice (6) |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 8, Focus Dice (6) | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 8.5, Focus Dice (7) |
(+2) Runic Tattoos (+1) Focus skill point & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 8.5, Focus Dice (7) | (+2) Runic Tattoos | (+1) Focus skill point & (+1) Racial Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 18 | 9,680 | (+1) | Wisdom | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 9, Focus Dice (7) |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 9, Focus Dice (7) | (+2) Runic Tattoos | (+1) Focus skill point |
Runeweaver | SPIRIT | FOCUS | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 9.5, Focus Dice (7) |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 9.5, Focus Dice (7) | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 10, Focus Dice (7) |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 10, Focus Dice (7) | (+2) Runic Tattoos | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Core Code Only Focus Max (n/a), Focus Dice (1) |
Core Code Only | Focus Max (n/a), Focus Dice (1) | (+1) Oath, (+1) Virtue | (+1) Racial Focus skill point | ||
Samurai | HONOR | FOCUS | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Core Code Only Focus Max = RES/2 + 0.5, Focus Dice (1) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points |
Core Code Only | Focus Max = RES/2 + 0.5, Focus Dice (1) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points | |
Samurai | HONOR | FOCUS | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Core Code Only Focus Max = RES/2 + 1, Focus Dice (1) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points |
Core Code Only | Focus Max = RES/2 + 1, Focus Dice (1) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points | |
Samurai | HONOR | FOCUS | 3 | 80 | (+1) | Resolve | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Focus Max = RES/2 + 1.5, Focus Dice (2) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points & (+1) Racial Focus skill point |
Core + Minor Codes | Focus Max = RES/2 + 1.5, Focus Dice (2) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points & (+1) Racial Focus skill point |
Samurai | HONOR | FOCUS | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Focus Max = RES/2 + 2, Focus Dice (2) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points, Unarmed Alacrity (passive) |
Core + Minor Codes | Focus Max = RES/2 + 2, Focus Dice (2) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Samurai | HONOR | FOCUS | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Focus Max = RES/2 + 2.5, Focus Dice (2) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points |
Core + Minor Codes | Focus Max = RES/2 + 2.5, Focus Dice (2) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points | |
Samurai | HONOR | FOCUS | 6 | 440 | (+1) | Stamina | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Focus Max = RES/2 + 3, Focus Dice (3) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points & (+1) Racial Focus skill point |
Core + Minor Codes | Focus Max = RES/2 + 3, Focus Dice (3) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points & (+1) Racial Focus skill point |
Samurai | HONOR | FOCUS | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Focus Max = RES/2 + 3.5, Focus Dice (3) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points |
Core + Minor Codes | Focus Max = RES/2 + 3.5, Focus Dice (3) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points | |
Samurai | HONOR | FOCUS | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Focus Max = RES/2 + 4, Focus Dice (3) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Core + Minor + Great Codes | Focus Max = RES/2 + 4, Focus Dice (3) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | |
Samurai | HONOR | FOCUS | 9 | 1,230 | (+1) | Strength | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Focus Max = RES/2 + 4.5, Focus Dice (4) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points & (+1) Racial Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 4.5, Focus Dice (4) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points & (+1) Racial Focus skill point |
Samurai | HONOR | FOCUS | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Focus Max = RES/2 + 5, Focus Dice (4) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Focus skill points, Double Reaction (passive) |
Core + Minor + Great Codes | Focus Max = RES/2 + 5, Focus Dice (4) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Focus skill points, Double Reaction (passive) | |
Samurai | HONOR | FOCUS | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Focus Max = RES/2 + 5.5, Focus Dice (4) |
(+1) Oath, (+1) Code Skill (+1) Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 5.5, Focus Dice (4) | (+1) Oath, (+1) Code Skill | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 12 | 2,750 | (+1) | Resolve | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Focus Max = RES/2 + 6, Focus Dice (4) |
(+1) Virtue, (+1) Code Skill (+1) Focus skill point, Extra Attack (passive) |
Core + Minor + Great Codes | Focus Max = RES/2 + 6, Focus Dice (4) | (+1) Virtue, (+1) Code Skill | (+1) Focus skill point, Extra Attack (passive) |
Samurai | HONOR | FOCUS | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Focus Max = RES/2 + 6.5, Focus Dice (5) |
(+1) Oath, (+1) Code Skill (+1) Focus skill point & (+1) Racial Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 6.5, Focus Dice (5) | (+1) Oath, (+1) Code Skill | (+1) Focus skill point & (+1) Racial Focus skill point | |
Samurai | HONOR | FOCUS | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Focus Max = RES/2 + 7, Focus Dice (5) |
(+1) Virtue, (+1) Code Skill (+1) Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 7, Focus Dice (5) | (+1) Virtue, (+1) Code Skill | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 15 | 5,390 | (+1) | Initiative | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Focus Max = RES/2 + 7.5, Focus Dice (5) |
(+1) Oath, (+1) Code Skill (+1) Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 7.5, Focus Dice (5) | (+1) Oath, (+1) Code Skill | (+1) Focus skill point |
Samurai | HONOR | FOCUS | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Focus Max = RES/2 + 8, Focus Dice (6) |
(+1) Virtue, (+1) Code Skill (+1) Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 8, Focus Dice (6) | (+1) Virtue, (+1) Code Skill | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Focus Max = RES/2 + 8.5, Focus Dice (6) |
(+1) Oath, (+1) Code Skill (+1) Focus skill point & (+1) Racial Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 8.5, Focus Dice (6) | (+1) Oath, (+1) Code Skill | (+1) Focus skill point & (+1) Racial Focus skill point | |
Samurai | HONOR | FOCUS | 18 | 9,680 | (+1) | Stamina | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Focus Max = RES/2 + 9, Focus Dice (6) |
(+1) Virtue, (+1) Code Skill (+1) Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 9, Focus Dice (6) | (+1) Virtue, (+1) Code Skill | (+1) Focus skill point |
Samurai | HONOR | FOCUS | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Focus Max = RES/2 + 9.5, Focus Dice (7) |
(+1) Oath, (+1) Code Skill (+1) Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 9.5, Focus Dice (7) | (+1) Oath, (+1) Code Skill | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Focus Max = RES/2 + 10, Focus Dice (7) |
(+1) Virtue, (+1) Code Skill (+1) Focus skill point |
Core + Minor + Great Codes | Focus Max = RES/2 + 10, Focus Dice (7) | (+1) Virtue, (+1) Code Skill | (+1) Focus skill point | |
Shaman | FURY | SPIRIT | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Fury Max (n/a) Spirit Max (1d8) |
Pick 2 level 0 Fury skills Gain all Tier 0 powers for your class |
Fury Max (n/a) | Spirit Max (1d8) | Pick 2 level 0 Fury skills | Gain all Tier 0 powers for your class | |
Shaman | FURY | SPIRIT | 1 | 0 | (+1) | 0 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 0.58 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 0.8 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 3 | 80 | (+1) | Stamina | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 1.0 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers |
Shaman | FURY | SPIRIT | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 1.18 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 1.35 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 6 | 440 | (+1) | Strength | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 1.5 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers |
Shaman | FURY | SPIRIT | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 1.65 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 1.8 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 9 | 1,230 | (+1) | Intellect | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 1.94 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers |
Shaman | FURY | SPIRIT | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 Spirit Max (+1d8) |
(+2) Fury skills (+2) Mastered Spirit Powers |
Fury Max = STAM x 2.08 | Spirit Max (+1d8) | (+2) Fury skills | (+2) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 2.21 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 12 | 2,750 | (+1) | Stamina | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 2.35 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers |
Shaman | FURY | SPIRIT | 13 | 3,480 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 2.48 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 14 | 4,350 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 2.6 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 15 | 5,390 | (+1) | Resolve | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 2.73 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers |
Shaman | FURY | SPIRIT | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 2.86 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 2.98 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 18 | 9,680 | (+1) | Intellect | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 3.1 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers |
Shaman | FURY | SPIRIT | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 3.22 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers | |
Shaman | FURY | SPIRIT | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 Spirit Max (+1d8) |
(+1) Fury skills (+1) Mastered Spirit Powers |
Fury Max = STAM x 3.34 | Spirit Max (+1d8) | (+1) Fury skills | (+1) Mastered Spirit Powers | |
Shaolin | FAITH | FOCUS | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Max Faith = WIS/2 Focus Max (n/a), Focus Dice (1) |
Select 3 Tier 0 powers from your Faith path (+1) Racial Focus skill point |
Max Faith = WIS/2 | Focus Max (n/a), Focus Dice (1) | Select 3 Tier 0 powers from your Faith path | (+1) Racial Focus skill point | |
Shaolin | FAITH | FOCUS | 1 | 0 | (+1) | 0 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 0.5 Focus Max = RES/2 + 0.5, Focus Dice (1) |
(+2) Memorized Faith Powers (+2) Focus skill points |
Max Faith = WIS/2 + 0.5 | Focus Max = RES/2 + 0.5, Focus Dice (1) | (+2) Memorized Faith Powers | (+2) Focus skill points | |
Shaolin | FAITH | FOCUS | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 1 Focus Max = RES/2 + 1, Focus Dice (2) |
(+2) Memorized Faith Powers (+2) Focus skill points |
Max Faith = WIS/2 + 1 | Focus Max = RES/2 + 1, Focus Dice (2) | (+2) Memorized Faith Powers | (+2) Focus skill points | |
Shaolin | FAITH | FOCUS | 3 | 80 | (+1) | Agility | 1 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 1.5 Focus Max = RES/2 + 1.5, Focus Dice (2) |
(+2) Memorized Faith Powers (+2) Focus skill points & (+1) Racial Focus skill point |
Max Faith = WIS/2 + 1.5 | Focus Max = RES/2 + 1.5, Focus Dice (2) | (+2) Memorized Faith Powers | (+2) Focus skill points & (+1) Racial Focus skill point |
Shaolin | FAITH | FOCUS | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 2 Focus Max = RES/2 + 2, Focus Dice (3) |
(+2) Memorized Faith Powers (+2) Focus skill points, Unarmed Alacrity (passive) |
Max Faith = WIS/2 + 2 | Focus Max = RES/2 + 2, Focus Dice (3) | (+2) Memorized Faith Powers | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Shaolin | FAITH | FOCUS | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 2.5 Focus Max = RES/2 + 2.5, Focus Dice (3) |
(+2) Memorized Faith Powers (+2) Focus skill points |
Max Faith = WIS/2 + 2.5 | Focus Max = RES/2 + 2.5, Focus Dice (3) | (+2) Memorized Faith Powers | (+2) Focus skill points | |
Shaolin | FAITH | FOCUS | 6 | 440 | (+1) | Resolve | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 3 Focus Max = RES/2 + 3, Focus Dice (3) |
(+2) Memorized Faith Powers (+2) Focus skill points & (+1) Racial Focus skill point |
Max Faith = WIS/2 + 3 | Focus Max = RES/2 + 3, Focus Dice (3) | (+2) Memorized Faith Powers | (+2) Focus skill points & (+1) Racial Focus skill point |
Shaolin | FAITH | FOCUS | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 3.5 Focus Max = RES/2 + 3.5, Focus Dice (4) |
(+2) Memorized Faith Powers (+2) Focus skill points |
Max Faith = WIS/2 + 3.5 | Focus Max = RES/2 + 3.5, Focus Dice (4) | (+2) Memorized Faith Powers | (+2) Focus skill points | |
Shaolin | FAITH | FOCUS | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 4 Focus Max = RES/2 + 4, Focus Dice (4) |
(+2) Memorized Faith Powers (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Max Faith = WIS/2 + 4 | Focus Max = RES/2 + 4, Focus Dice (4) | (+2) Memorized Faith Powers | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | |
Shaolin | FAITH | FOCUS | 9 | 1,230 | (+1) | Resolve | 3 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 4.5 Focus Max = RES/2 + 4.5, Focus Dice (4) |
(+2) Memorized Faith Powers (+2) Focus skill points & (+1) Racial Focus skill point |
Max Faith = WIS/2 + 4.5 | Focus Max = RES/2 + 4.5, Focus Dice (4) | (+2) Memorized Faith Powers | (+2) Focus skill points & (+1) Racial Focus skill point |
Shaolin | FAITH | FOCUS | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 5 Focus Max = RES/2 + 5, Focus Dice (5) |
(+2) Memorized Faith Powers (+2) Focus skill points, Double Reaction (passive) |
Max Faith = WIS/2 + 5 | Focus Max = RES/2 + 5, Focus Dice (5) | (+2) Memorized Faith Powers | (+2) Focus skill points, Double Reaction (passive) | |
Shaolin | FAITH | FOCUS | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 5.5 Focus Max = RES/2 + 5.5, Focus Dice (5) |
(+1) Memorized Faith Powers (+1) Focus skill point |
Max Faith = WIS/2 + 5.5 | Focus Max = RES/2 + 5.5, Focus Dice (5) | (+1) Memorized Faith Powers | (+1) Focus skill point | |
Shaolin | FAITH | FOCUS | 12 | 2,750 | (+1) | Wisdom | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 6 Focus Max = RES/2 + 6, Focus Dice (5) |
(+1) Memorized Faith Powers (+1) Focus skill point, Extra Attack (passive) |
Max Faith = WIS/2 + 6 | Focus Max = RES/2 + 6, Focus Dice (5) | (+1) Memorized Faith Powers | (+1) Focus skill point, Extra Attack (passive) |
Shaolin | FAITH | FOCUS | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 6.5 Focus Max = RES/2 + 6.5, Focus Dice (6) |
(+1) Memorized Faith Powers (+1) Focus skill point & (+1) Racial Focus skill point |
Max Faith = WIS/2 + 6.5 | Focus Max = RES/2 + 6.5, Focus Dice (6) | (+1) Memorized Faith Powers | (+1) Focus skill point & (+1) Racial Focus skill point | |
Shaolin | FAITH | FOCUS | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 7 Focus Max = RES/2 + 7, Focus Dice (6) |
(+1) Memorized Faith Powers (+1) Focus skill point |
Max Faith = WIS/2 + 7 | Focus Max = RES/2 + 7, Focus Dice (6) | (+1) Memorized Faith Powers | (+1) Focus skill point | |
Shaolin | FAITH | FOCUS | 15 | 5,390 | (+1) | Wisdom | 5 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 7.5 Focus Max = RES/2 + 7.5, Focus Dice (6) |
(+1) Memorized Faith Powers (+1) Focus skill point |
Max Faith = WIS/2 + 7.5 | Focus Max = RES/2 + 7.5, Focus Dice (6) | (+1) Memorized Faith Powers | (+1) Focus skill point |
Shaolin | FAITH | FOCUS | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 8 Focus Max = RES/2 + 8, Focus Dice (7) |
(+1) Memorized Faith Powers (+1) Focus skill point |
Max Faith = WIS/2 + 8 | Focus Max = RES/2 + 8, Focus Dice (7) | (+1) Memorized Faith Powers | (+1) Focus skill point | |
Shaolin | FAITH | FOCUS | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 8.5 Focus Max = RES/2 + 8.5, Focus Dice (7) |
(+1) Memorized Faith Powers (+1) Focus skill point & (+1) Racial Focus skill point |
Max Faith = WIS/2 + 8.5 | Focus Max = RES/2 + 8.5, Focus Dice (7) | (+1) Memorized Faith Powers | (+1) Focus skill point & (+1) Racial Focus skill point | |
Shaolin | FAITH | FOCUS | 18 | 9,680 | (+1) | Stamina | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 9 Focus Max = RES/2 + 9, Focus Dice (7) |
(+1) Memorized Faith Powers (+1) Focus skill point |
Max Faith = WIS/2 + 9 | Focus Max = RES/2 + 9, Focus Dice (7) | (+1) Memorized Faith Powers | (+1) Focus skill point |
Shaolin | FAITH | FOCUS | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Max Faith = WIS/2 + 9.5 Focus Max = RES/2 + 9.5, Focus Dice (7) |
(+1) Memorized Faith Powers (+1) Focus skill point |
Max Faith = WIS/2 + 9.5 | Focus Max = RES/2 + 9.5, Focus Dice (7) | (+1) Memorized Faith Powers | (+1) Focus skill point | |
Shaolin | FAITH | FOCUS | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Max Faith = WIS/2 + 10 Focus Max = RES/2 + 10, Focus Dice (7) |
(+1) Memorized Faith Powers (+1) Focus skill point |
Max Faith = WIS/2 + 10 | Focus Max = RES/2 + 10, Focus Dice (7) | (+1) Memorized Faith Powers | (+1) Focus skill point | |
Soldier | VIGOR | VIGOR | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Vigor Max (n/a) | Pick 2 level 0 Vigor skills | Vigor Max (n/a) | Vigor Max (n/a) | Pick 2 level 0 Vigor skills | Pick 2 level 0 Vigor skills | |
Soldier | VIGOR | VIGOR | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 +1 | (+4) Vigor skills | Vigor Max = STR x 0.5 +1 | Vigor Max = STR x 0.5 +1 | (+4) Vigor skills | (+4) Vigor skills | |
Soldier | VIGOR | VIGOR | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 + 2 | (+4) Vigor skills | Vigor Max = STR x 1 + 2 | Vigor Max = STR x 1 + 2 | (+4) Vigor skills | (+4) Vigor skills | |
Soldier | VIGOR | VIGOR | 3 | 80 | (+1) | Strength | 2 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 + 3 | (+4) Vigor skills | Vigor Max = STR x 1.5 + 3 | Vigor Max = STR x 1.5 + 3 | (+4) Vigor skills | (+4) Vigor skills |
Soldier | VIGOR | VIGOR | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 + 4 | (+4) Vigor skills | Vigor Max = STR x 2 + 4 | Vigor Max = STR x 2 + 4 | (+4) Vigor skills | (+4) Vigor skills | |
Soldier | VIGOR | VIGOR | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 + 5 | (+4) Vigor skills | Vigor Max = STR x 2.5 + 5 | Vigor Max = STR x 2.5 + 5 | (+4) Vigor skills | (+4) Vigor skills | |
Soldier | VIGOR | VIGOR | 6 | 440 | (+1) | Strength | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 + 6 | (+4) Vigor skills | Vigor Max = STR x 3 + 6 | Vigor Max = STR x 3 + 6 | (+4) Vigor skills | (+4) Vigor skills |
Soldier | VIGOR | VIGOR | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 + 7 | (+4) Vigor skills | Vigor Max = STR x 3.5 + 7 | Vigor Max = STR x 3.5 + 7 | (+4) Vigor skills | (+4) Vigor skills | |
Soldier | VIGOR | VIGOR | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 + 8 | (+4) Vigor skills | Vigor Max = STR x 4 + 8 | Vigor Max = STR x 4 + 8 | (+4) Vigor skills | (+4) Vigor skills | |
Soldier | VIGOR | VIGOR | 9 | 1,230 | (+1) | Initiative | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 + 9 | (+4) Vigor skills | Vigor Max = STR x 4.5 + 9 | Vigor Max = STR x 4.5 + 9 | (+4) Vigor skills | (+4) Vigor skills |
Soldier | VIGOR | VIGOR | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 + 10 | (+4) Vigor skills | Vigor Max = STR x 5 + 10 | Vigor Max = STR x 5 + 10 | (+4) Vigor skills | (+4) Vigor skills | |
Soldier | VIGOR | VIGOR | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 + 11 | (+2) Vigor skills | Vigor Max = STR x 5.3 + 11 | Vigor Max = STR x 5.3 + 11 | (+2) Vigor skills | (+2) Vigor skills | |
Soldier | VIGOR | VIGOR | 12 | 2,750 | (+1) | Stamina | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 + 12 | (+2) Vigor skills | Vigor Max = STR x 5.5 + 12 | Vigor Max = STR x 5.5 + 12 | (+2) Vigor skills | (+2) Vigor skills |
Soldier | VIGOR | VIGOR | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 +13 | (+2) Vigor skills | Vigor Max = STR x 5.8 +13 | Vigor Max = STR x 5.8 +13 | (+2) Vigor skills | (+2) Vigor skills | |
Soldier | VIGOR | VIGOR | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 + 14 | (+2) Vigor skills | Vigor Max = STR x 6 + 14 | Vigor Max = STR x 6 + 14 | (+2) Vigor skills | (+2) Vigor skills | |
Soldier | VIGOR | VIGOR | 15 | 5,390 | (+1) | Strength | 6 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 + 15 | (+2) Vigor skills | Vigor Max = STR x 6.3 + 15 | Vigor Max = STR x 6.3 + 15 | (+2) Vigor skills | (+2) Vigor skills |
Soldier | VIGOR | VIGOR | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 + 16 | (+2) Vigor skills | Vigor Max = STR x 6.5 + 16 | Vigor Max = STR x 6.5 + 16 | (+2) Vigor skills | (+2) Vigor skills | |
Soldier | VIGOR | VIGOR | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 + 17 | (+2) Vigor skills | Vigor Max = STR x 6.8 + 17 | Vigor Max = STR x 6.8 + 17 | (+2) Vigor skills | (+2) Vigor skills | |
Soldier | VIGOR | VIGOR | 18 | 9,680 | (+1) | Wisdom | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 + 18 | (+2) Vigor skills | Vigor Max = STR x 7 + 18 | Vigor Max = STR x 7 + 18 | (+2) Vigor skills | (+2) Vigor skills |
Soldier | VIGOR | VIGOR | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 + 19 | (+2) Vigor skills | Vigor Max = STR x 7.3 + 19 | Vigor Max = STR x 7.3 + 19 | (+2) Vigor skills | (+2) Vigor skills | |
Soldier | VIGOR | VIGOR | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 + 20 | (+2) Vigor skills | Vigor Max = STR x 7.5 + 20 | Vigor Max = STR x 7.5 + 20 | (+2) Vigor skills | (+2) Vigor skills | |
Swashbuckler | HONOR | STEALTH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Core Code Only Base Stealth (n/a) |
(+1) Oath, (+1) Virtue Rank1 of 2 Stealth skills from primary discipline |
Core Code Only | Base Stealth (n/a) | (+1) Oath, (+1) Virtue | Rank1 of 2 Stealth skills from primary discipline | |
Swashbuckler | HONOR | STEALTH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Core Code Only Base Stealth = AVD/2 + 0.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core Code Only | Base Stealth = AVD/2 + 0.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Core Code Only Base Stealth = AVD/2 + 1 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core Code Only | Base Stealth = AVD/2 + 1 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 3 | 80 | (+1) | Avoidance | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Base Stealth = AVD/2 + 1.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor Codes | Base Stealth = AVD/2 + 1.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline |
Swashbuckler | HONOR | STEALTH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Base Stealth = AVD/2 + 2 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor Codes | Base Stealth = AVD/2 + 2 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Base Stealth = AVD/2 + 2.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor Codes | Base Stealth = AVD/2 + 2.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 6 | 440 | (+1) | Agility | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Base Stealth = AVD/2 + 3 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor Codes | Base Stealth = AVD/2 + 3 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline |
Swashbuckler | HONOR | STEALTH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Base Stealth = AVD/2 + 3.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor Codes | Base Stealth = AVD/2 + 3.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Base Stealth = AVD/2 + 4 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor Codes | Base Stealth = AVD/2 + 4 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 9 | 1,230 | (+1) | Avoidance | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Base Stealth = AVD/2 + 4.5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 4.5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline |
Swashbuckler | HONOR | STEALTH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Base Stealth = AVD/2 + 5 |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 5 | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Base Stealth = AVD/2 + 5.5 |
(+1) Oath, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 5.5 | (+1) Oath, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 12 | 2,750 | (+1) | Agility | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Base Stealth = AVD/2 + 6 |
(+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 6 | (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline |
Swashbuckler | HONOR | STEALTH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Base Stealth = AVD/2 + 6.5 |
(+1) Oath, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 6.5 | (+1) Oath, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Base Stealth = AVD/2 + 7 |
(+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 7 | (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 15 | 5,390 | (+1) | Charm | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Base Stealth = AVD/2 + 7.5 |
(+1) Oath, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 7.5 | (+1) Oath, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline |
Swashbuckler | HONOR | STEALTH | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Base Stealth = AVD/2 + 8 |
(+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 8 | (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Base Stealth = AVD/2 + 8.5 |
(+1) Oath, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 8.5 | (+1) Oath, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 18 | 9,680 | (+1) | Charm | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Base Stealth = AVD/2 + 9 |
(+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 9 | (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline |
Swashbuckler | HONOR | STEALTH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Base Stealth = AVD/2 + 9.5 |
(+1) Oath, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 9.5 | (+1) Oath, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Base Stealth = AVD/2 + 10 |
(+1) Virtue, (+1) Code Skill (+3) Stealth skills, min. 1 in primary discipline |
Core + Minor + Great Codes | Base Stealth = AVD/2 + 10 | (+1) Virtue, (+1) Code Skill | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Base Stealth (n/a) | Rank1 of 2 Stealth skills from primary discipline | Base Stealth (n/a) | Base Stealth (n/a) | Rank1 of 2 Stealth skills from primary discipline | Rank1 of 2 Stealth skills from primary discipline | |
Thief | STEALTH | STEALTH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 2.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 2.5 | Base Stealth = AVD/2 + 2.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 3 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 3 | Base Stealth = AVD/2 + 3 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 3 | 80 | (+1) | Avoidance | 2 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 3.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 3.5 | Base Stealth = AVD/2 + 3.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline |
Thief | STEALTH | STEALTH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 4 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 4 | Base Stealth = AVD/2 + 4 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 4.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 4.5 | Base Stealth = AVD/2 + 4.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 6 | 440 | (+1) | Avoidance | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 5 | Base Stealth = AVD/2 + 5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline |
Thief | STEALTH | STEALTH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 5.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 5.5 | Base Stealth = AVD/2 + 5.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 6 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 6 | Base Stealth = AVD/2 + 6 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 9 | 1,230 | (+1) | Agility | 4 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 6.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 6.5 | Base Stealth = AVD/2 + 6.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline |
Thief | STEALTH | STEALTH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 7 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 7 | Base Stealth = AVD/2 + 7 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 7.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 7.5 | Base Stealth = AVD/2 + 7.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 12 | 2,750 | (+1) | Avoidance | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 8 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 8 | Base Stealth = AVD/2 + 8 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline |
Thief | STEALTH | STEALTH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 8.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 8.5 | Base Stealth = AVD/2 + 8.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 9 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 9 | Base Stealth = AVD/2 + 9 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 15 | 5,390 | (+1) | Initiative | 6 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 9.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 9.5 | Base Stealth = AVD/2 + 9.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline |
Thief | STEALTH | STEALTH | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 10 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 10 | Base Stealth = AVD/2 + 10 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 10.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 10.5 | Base Stealth = AVD/2 + 10.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 18 | 9,680 | (+1) | Wisdom | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 11 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 11 | Base Stealth = AVD/2 + 11 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline |
Thief | STEALTH | STEALTH | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 11.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 11.5 | Base Stealth = AVD/2 + 11.5 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Thief | STEALTH | STEALTH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 12 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 12 | Base Stealth = AVD/2 + 12 | (+3) Stealth skills, min. 1 in primary discipline | (+3) Stealth skills, min. 1 in primary discipline | |
Vigilante | FURY | HONOR | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Fury Max (n/a) Core Code Only |
Pick 2 level 0 Fury skills (+1) Oath, (+1) Virtue |
Fury Max (n/a) | Core Code Only | Pick 2 level 0 Fury skills | (+1) Oath, (+1) Virtue | |
Vigilante | FURY | HONOR | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 Core Code Only |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 0.58 | Core Code Only | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 Core Code Only |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 0.8 | Core Code Only | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 3 | 80 | (+1) | Stamina | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 Core + Minor Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 1.0 | Core + Minor Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill |
Vigilante | FURY | HONOR | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 Core + Minor Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 1.18 | Core + Minor Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 Core + Minor Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 1.35 | Core + Minor Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 6 | 440 | (+1) | Strength | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 Core + Minor Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 1.5 | Core + Minor Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill |
Vigilante | FURY | HONOR | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 Core + Minor Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 1.65 | Core + Minor Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 Core + Minor Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 1.8 | Core + Minor Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 9 | 1,230 | (+1) | Stamina | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 Core + Minor + Great Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 1.94 | Core + Minor + Great Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill |
Vigilante | FURY | HONOR | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 Core + Minor + Great Codes |
(+2) Fury skills (+1) Oath, (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 2.08 | Core + Minor + Great Codes | (+2) Fury skills | (+1) Oath, (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 Core + Minor + Great Codes |
(+1) Fury skills (+1) Oath, (+1) Code Skill |
Fury Max = STAM x 2.21 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Oath, (+1) Code Skill | |
Vigilante | FURY | HONOR | 12 | 2,750 | (+1) | Resolve | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 Core + Minor + Great Codes |
(+1) Fury skills (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 2.35 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Virtue, (+1) Code Skill |
Vigilante | FURY | HONOR | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 Core + Minor + Great Codes |
(+1) Fury skills (+1) Oath, (+1) Code Skill |
Fury Max = STAM x 2.48 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Oath, (+1) Code Skill | |
Vigilante | FURY | HONOR | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 Core + Minor + Great Codes |
(+1) Fury skills (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 2.6 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 15 | 5,390 | (+1) | Stamina | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 Core + Minor + Great Codes |
(+1) Fury skills (+1) Oath, (+1) Code Skill |
Fury Max = STAM x 2.73 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Oath, (+1) Code Skill |
Vigilante | FURY | HONOR | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 Core + Minor + Great Codes |
(+1) Fury skills (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 2.86 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Virtue, (+1) Code Skill | |
Vigilante | FURY | HONOR | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 Core + Minor + Great Codes |
(+1) Fury skills (+1) Oath, (+1) Code Skill |
Fury Max = STAM x 2.98 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Oath, (+1) Code Skill | |
Vigilante | FURY | HONOR | 18 | 9,680 | (+1) | Resolve | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 Core + Minor + Great Codes |
(+1) Fury skills (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 3.1 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Virtue, (+1) Code Skill |
Vigilante | FURY | HONOR | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 Core + Minor + Great Codes |
(+1) Fury skills (+1) Oath, (+1) Code Skill |
Fury Max = STAM x 3.22 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Oath, (+1) Code Skill | |
Vigilante | FURY | HONOR | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 Core + Minor + Great Codes |
(+1) Fury skills (+1) Virtue, (+1) Code Skill |
Fury Max = STAM x 3.34 | Core + Minor + Great Codes | (+1) Fury skills | (+1) Virtue, (+1) Code Skill | |
Warrior | FURY | VIGOR | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Fury Max (n/a) Vigor Max (n/a) |
Pick 2 level 0 Fury skills Pick 2 level 0 Vigor skills |
Fury Max (n/a) | Vigor Max (n/a) | Pick 2 level 0 Fury skills | Pick 2 level 0 Vigor skills | |
Warrior | FURY | VIGOR | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 Vigor Max = STR x 0.5 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 0.58 | Vigor Max = STR x 0.5 | (+2) Fury skills | (+2) Vigor skills | |
Warrior | FURY | VIGOR | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 Vigor Max = STR x 1 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 0.8 | Vigor Max = STR x 1 | (+2) Fury skills | (+2) Vigor skills | |
Warrior | FURY | VIGOR | 3 | 80 | (+1) | Strength | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 Vigor Max = STR x 1.5 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 1.0 | Vigor Max = STR x 1.5 | (+2) Fury skills | (+2) Vigor skills |
Warrior | FURY | VIGOR | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 Vigor Max = STR x 2 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 1.18 | Vigor Max = STR x 2 | (+2) Fury skills | (+2) Vigor skills | |
Warrior | FURY | VIGOR | 5 | 280 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 Vigor Max = STR x 2.5 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 1.35 | Vigor Max = STR x 2.5 | (+2) Fury skills | (+2) Vigor skills | |
Warrior | FURY | VIGOR | 6 | 440 | (+1) | Stamina | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 Vigor Max = STR x 3 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 1.5 | Vigor Max = STR x 3 | (+2) Fury skills | (+2) Vigor skills |
Warrior | FURY | VIGOR | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 Vigor Max = STR x 3.5 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 1.65 | Vigor Max = STR x 3.5 | (+2) Fury skills | (+2) Vigor skills | |
Warrior | FURY | VIGOR | 8 | 900 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 Vigor Max = STR x 4 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 1.8 | Vigor Max = STR x 4 | (+2) Fury skills | (+2) Vigor skills | |
Warrior | FURY | VIGOR | 9 | 1,230 | (+1) | Agility | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 Vigor Max = STR x 4.5 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 1.94 | Vigor Max = STR x 4.5 | (+2) Fury skills | (+2) Vigor skills |
Warrior | FURY | VIGOR | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 Vigor Max = STR x 5 |
(+2) Fury skills (+2) Vigor skills |
Fury Max = STAM x 2.08 | Vigor Max = STR x 5 | (+2) Fury skills | (+2) Vigor skills | |
Warrior | FURY | VIGOR | 11 | 2,140 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 Vigor Max = STR x 5.3 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 2.21 | Vigor Max = STR x 5.3 | (+1) Fury skills | (+1) Vigor skills | |
Warrior | FURY | VIGOR | 12 | 2,750 | (+1) | Stamina | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 Vigor Max = STR x 5.5 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 2.35 | Vigor Max = STR x 5.5 | (+1) Fury skills | (+1) Vigor skills |
Warrior | FURY | VIGOR | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 Vigor Max = STR x 5.8 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 2.48 | Vigor Max = STR x 5.8 | (+1) Fury skills | (+1) Vigor skills | |
Warrior | FURY | VIGOR | 14 | 4,350 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 Vigor Max = STR x 6 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 2.6 | Vigor Max = STR x 6 | (+1) Fury skills | (+1) Vigor skills | |
Warrior | FURY | VIGOR | 15 | 5,390 | (+1) | Strength | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 Vigor Max = STR x 6.3 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 2.73 | Vigor Max = STR x 6.3 | (+1) Fury skills | (+1) Vigor skills |
Warrior | FURY | VIGOR | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 Vigor Max = STR x 6.5 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 2.86 | Vigor Max = STR x 6.5 | (+1) Fury skills | (+1) Vigor skills | |
Warrior | FURY | VIGOR | 17 | 8,030 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 Vigor Max = STR x 6.8 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 2.98 | Vigor Max = STR x 6.8 | (+1) Fury skills | (+1) Vigor skills | |
Warrior | FURY | VIGOR | 18 | 9,680 | (+1) | Wisdom | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 Vigor Max = STR x 7 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 3.1 | Vigor Max = STR x 7 | (+1) Fury skills | (+1) Vigor skills |
Warrior | FURY | VIGOR | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 Vigor Max = STR x 7.3 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 3.22 | Vigor Max = STR x 7.3 | (+1) Fury skills | (+1) Vigor skills | |
Warrior | FURY | VIGOR | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 Vigor Max = STR x 7.5 |
(+1) Fury skills (+1) Vigor skills |
Fury Max = STAM x 3.34 | Vigor Max = STR x 7.5 | (+1) Fury skills | (+1) Vigor skills | |
Weapon Master | VIGOR | FOCUS | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Vigor Max (n/a) Focus Max (n/a), Focus Dice (1) |
Pick 2 level 0 Vigor skills (+1) Racial Focus skill point |
Vigor Max (n/a) | Focus Max (n/a), Focus Dice (1) | Pick 2 level 0 Vigor skills | (+1) Racial Focus skill point | |
Weapon Master | VIGOR | FOCUS | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 Focus Max = RES/2 + 0.5, Focus Dice (1) |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 0.5 | Focus Max = RES/2 + 0.5, Focus Dice (1) | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 Focus Max = RES/2 + 1, Focus Dice (1) |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 1 | Focus Max = RES/2 + 1, Focus Dice (1) | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 3 | 80 | (+1) | Resolve | 2 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 Focus Max = RES/2 + 1.5, Focus Dice (2) |
(+2) Vigor skills (+2) Focus skill points & (+1) Racial Focus skill point |
Vigor Max = STR x 1.5 | Focus Max = RES/2 + 1.5, Focus Dice (2) | (+2) Vigor skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Weapon Master | VIGOR | FOCUS | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 Focus Max = RES/2 + 2, Focus Dice (2) |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 2 | Focus Max = RES/2 + 2, Focus Dice (2) | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 Focus Max = RES/2 + 2.5, Focus Dice (2) |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 2.5 | Focus Max = RES/2 + 2.5, Focus Dice (2) | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 6 | 440 | (+1) | Perception or Agility | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 Focus Max = RES/2 + 3, Focus Dice (3) |
(+2) Vigor skills (+2) Focus skill points & (+1) Racial Focus skill point |
Vigor Max = STR x 3 | Focus Max = RES/2 + 3, Focus Dice (3) | (+2) Vigor skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Weapon Master | VIGOR | FOCUS | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 Focus Max = RES/2 + 3.5, Focus Dice (3) |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 3.5 | Focus Max = RES/2 + 3.5, Focus Dice (3) | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 Focus Max = RES/2 + 4, Focus Dice (3) |
(+2) Vigor skills (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Vigor Max = STR x 4 | Focus Max = RES/2 + 4, Focus Dice (3) | (+2) Vigor skills | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | |
Weapon Master | VIGOR | FOCUS | 9 | 1,230 | (+1) | Strength | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 Focus Max = RES/2 + 4.5, Focus Dice (4) |
(+2) Vigor skills (+2) Focus skill points & (+1) Racial Focus skill point |
Vigor Max = STR x 4.5 | Focus Max = RES/2 + 4.5, Focus Dice (4) | (+2) Vigor skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Weapon Master | VIGOR | FOCUS | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 Focus Max = RES/2 + 5, Focus Dice (4) |
(+2) Vigor skills (+2) Focus skill points, Double Reaction (passive) |
Vigor Max = STR x 5 | Focus Max = RES/2 + 5, Focus Dice (4) | (+2) Vigor skills | (+2) Focus skill points, Double Reaction (passive) | |
Weapon Master | VIGOR | FOCUS | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 Focus Max = RES/2 + 5.5, Focus Dice (4) |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 5.3 | Focus Max = RES/2 + 5.5, Focus Dice (4) | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 12 | 2,750 | (+1) | Resolve | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 Focus Max = RES/2 + 6, Focus Dice (4) |
(+1) Vigor skills (+1) Focus skill point, Extra Attack (passive) |
Vigor Max = STR x 5.5 | Focus Max = RES/2 + 6, Focus Dice (4) | (+1) Vigor skills | (+1) Focus skill point, Extra Attack (passive) |
Weapon Master | VIGOR | FOCUS | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 Focus Max = RES/2 + 6.5, Focus Dice (5) |
(+1) Vigor skills (+1) Focus skill point & (+1) Racial Focus skill point |
Vigor Max = STR x 5.8 | Focus Max = RES/2 + 6.5, Focus Dice (5) | (+1) Vigor skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Weapon Master | VIGOR | FOCUS | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 Focus Max = RES/2 + 7, Focus Dice (5) |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 6 | Focus Max = RES/2 + 7, Focus Dice (5) | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 15 | 5,390 | (+1) | Perception or Agility | 5 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 Focus Max = RES/2 + 7.5, Focus Dice (5) |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 6.3 | Focus Max = RES/2 + 7.5, Focus Dice (5) | (+1) Vigor skills | (+1) Focus skill point |
Weapon Master | VIGOR | FOCUS | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 Focus Max = RES/2 + 8, Focus Dice (5) |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 6.5 | Focus Max = RES/2 + 8, Focus Dice (5) | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 Focus Max = RES/2 + 8.5, Focus Dice (6) |
(+1) Vigor skills (+1) Focus skill point & (+1) Racial Focus skill point |
Vigor Max = STR x 6.8 | Focus Max = RES/2 + 8.5, Focus Dice (6) | (+1) Vigor skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Weapon Master | VIGOR | FOCUS | 18 | 9,680 | (+1) | Strength | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 Focus Max = RES/2 + 9, Focus Dice (6) |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 7 | Focus Max = RES/2 + 9, Focus Dice (6) | (+1) Vigor skills | (+1) Focus skill point |
Weapon Master | VIGOR | FOCUS | 19 | 11,590 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 Focus Max = RES/2 + 9.5, Focus Dice (6) |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 7.3 | Focus Max = RES/2 + 9.5, Focus Dice (6) | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 20 | 13,780 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 Focus Max = RES/2 + 10, Focus Dice (7) |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 7.5 | Focus Max = RES/2 + 10, Focus Dice (7) | (+1) Vigor skills | (+1) Focus skill point | |
Wizard | HONOR | SPIRIT | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Core Code Only Spirit Max (1d8) |
(+1) Oath, (+1) Virtue Gain all Tier 0 powers for your class |
Core Code Only | Spirit Max (1d8) | (+1) Oath, (+1) Virtue | Gain all Tier 0 powers for your class | |
Wizard | HONOR | SPIRIT | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Core Code Only Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core Code Only | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Core Code Only Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core Code Only | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 3 | 80 | (+1) | Intellect | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers |
Wizard | HONOR | SPIRIT | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 6 | 440 | (+1) | Initiative | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers |
Wizard | HONOR | SPIRIT | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 9 | 1,230 | (+1) | Wisdom | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers |
Wizard | HONOR | SPIRIT | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Virtue, (+1) Code Skill (+2) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Virtue, (+1) Code Skill | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Code Skill | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 12 | 2,750 | (+1) | Intellect | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Virtue, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Virtue, (+1) Code Skill | (+1) Memorized Spirit Powers |
Wizard | HONOR | SPIRIT | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Code Skill | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Virtue, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Virtue, (+1) Code Skill | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 15 | 5,390 | (+1) | Resolve | 5 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Code Skill | (+1) Memorized Spirit Powers |
Wizard | HONOR | SPIRIT | 16 | 6,610 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Virtue, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Virtue, (+1) Code Skill | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Code Skill | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 18 | 9,680 | (+1) | Wisdom | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Virtue, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Virtue, (+1) Code Skill | (+1) Memorized Spirit Powers |
Wizard | HONOR | SPIRIT | 19 | 11,590 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd up) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Oath, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Oath, (+1) Code Skill | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Core + Minor + Great Codes Spirit Max (+1d8) |
(+1) Virtue, (+1) Code Skill (+1) Memorized Spirit Powers |
Core + Minor + Great Codes | Spirit Max (+1d8) | (+1) Virtue, (+1) Code Skill | (+1) Memorized Spirit Powers | |
Zealot | FURY | FAITH | 0 | n/a | race (+1) class (+1) |
0 | Set equal to STAM | Fury Max (n/a) Max Faith = WIS/2 |
Pick 2 level 0 Fury skills Select 3 Tier 0 powers from your Faith path |
Fury Max (n/a) | Max Faith = WIS/2 | Pick 2 level 0 Fury skills | Select 3 Tier 0 powers from your Faith path | |
Zealot | FURY | FAITH | 1 | 0 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 Max Faith = WIS/2 + 0.5 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 0.58 | Max Faith = WIS/2 + 0.5 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 2 | 30 | (+1) | 1 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 Max Faith = WIS/2 + 1 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 0.8 | Max Faith = WIS/2 + 1 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 3 | 80 | (+1) | Resolve | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 Max Faith = WIS/2 + 1.5 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.0 | Max Faith = WIS/2 + 1.5 | (+2) Fury skills | (+2) Memorized Faith Powers |
Zealot | FURY | FAITH | 4 | 160 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 Max Faith = WIS/2 + 2 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.18 | Max Faith = WIS/2 + 2 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 5 | 280 | (+1) | 2 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 Max Faith = WIS/2 + 2.5 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.35 | Max Faith = WIS/2 + 2.5 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 6 | 440 | (+1) | Stamina | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 Max Faith = WIS/2 + 3 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.5 | Max Faith = WIS/2 + 3 | (+2) Fury skills | (+2) Memorized Faith Powers |
Zealot | FURY | FAITH | 7 | 640 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 Max Faith = WIS/2 + 3.5 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.65 | Max Faith = WIS/2 + 3.5 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 8 | 900 | (+1) | 3 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 Max Faith = WIS/2 + 4 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.8 | Max Faith = WIS/2 + 4 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 9 | 1,230 | (+1) | Resolve | 3 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 Max Faith = WIS/2 + 4.5 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.94 | Max Faith = WIS/2 + 4.5 | (+2) Fury skills | (+2) Memorized Faith Powers |
Zealot | FURY | FAITH | 10 | 1,640 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 Max Faith = WIS/2 + 5 |
(+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 2.08 | Max Faith = WIS/2 + 5 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 11 | 2,140 | (+1) | 4 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 Max Faith = WIS/2 + 5.5 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.21 | Max Faith = WIS/2 + 5.5 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 12 | 2,750 | (+1) | Stamina | 4 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 Max Faith = WIS/2 + 6 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.35 | Max Faith = WIS/2 + 6 | (+1) Fury skills | (+1) Memorized Faith Powers |
Zealot | FURY | FAITH | 13 | 3,480 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 Max Faith = WIS/2 + 6.5 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.48 | Max Faith = WIS/2 + 6.5 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 14 | 4,350 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 Max Faith = WIS/2 + 7 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.6 | Max Faith = WIS/2 + 7 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 15 | 5,390 | (+1) | Wisdom | 5 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 Max Faith = WIS/2 + 7.5 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.73 | Max Faith = WIS/2 + 7.5 | (+1) Fury skills | (+1) Memorized Faith Powers |
Zealot | FURY | FAITH | 16 | 6,610 | (+1) | 5 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 Max Faith = WIS/2 + 8 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.86 | Max Faith = WIS/2 + 8 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 17 | 8,030 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 Max Faith = WIS/2 + 8.5 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.98 | Max Faith = WIS/2 + 8.5 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 18 | 9,680 | (+1) | Wisdom | 6 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 Max Faith = WIS/2 + 9 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 3.1 | Max Faith = WIS/2 + 9 | (+1) Fury skills | (+1) Memorized Faith Powers |
Zealot | FURY | FAITH | 19 | 11,590 | (+1) | 6 | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 Max Faith = WIS/2 + 9.5 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 3.22 | Max Faith = WIS/2 + 9.5 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 20 | 13,780 | (+1) | 7 | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 Max Faith = WIS/2 + 10 |
(+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 3.34 | Max Faith = WIS/2 + 10 | (+1) Fury skills | (+1) Memorized Faith Powers |
Notes:
- When rolling for Spirit don’t forget to add bonus spirit gain from intellect modifiers if applicable
- The maximum number of Tattoos is the total across ALL Schools of Magic (regardless of which Root Tattoo they are connected to), and includes the Root Tattoos in this total (i.e. a level three Runeweaver that has an Air and Dark Root Tatoo would only have seven remaining allotments for Runic Tattoos aka “known powers”, 2 root + 7 runic = 9 total)
- New focus skills require training unless they are upgrades (i.e. Rank1 Heart Punch -> Rank2 Heart Punch), see Learning New Focus Skills for details
Specializations
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Runeweavers may choose to specialize their skills in up to one weapon use, one combat style and/or one spirit study, but can not have more than two specializations in total.
- Max one Weapon Specialist skill (choose from: Knives, Staves, Wands)
- Max one Combat Specialist skill (choose from: Freehand, Great Weapon, Paired Weapon, Freestyle, Peltast, Warder, Pugilist, Physical Defense)
- Max one Spirit Specialist skill (choose from: Devastation, Destruction, Conjuration, Alteration, Fortification)
Title System
Rites of the Runeweaver
Runeweavers gain titles through sacred Rites. These rites are typically informal, consisting of personal rites of passage or rituals performed in the presence of a small group of other Runeweavers. Most often these rites include some kind of test or demonstration of various attributes that are important to Runeweavers, such as Wisdom, Strength, and Stamina. For Runeweavers. The exact application of these Rites is dependent on the culture of origin, however it is common to ascribe each Rite with a particular spirit animal that represents the attribute in question. Whether this is purely symbolic or an actual encounter with a spiritual being is unknown, the truth of it relative to each Runeweaver.
While the Rites of the Runeweaver do not govern what Schools of Magic they can use, they do govern what Tiers of Power are available. It is important to note, that even if a Runeweaver already has a runic tattoo on their skin that is of a Tier higher than what they currently have access to, they cannot activate it or use it in anyway until that Tier is unlocked by the corresponding Rite. One advantage of this is that a Runeweaver could preemptively tattoo themselves with a power, knowing that they will eventually gain a title high enough to use it. Some cultures may even choose to tattoo children in the hopes that they will be inspired on to future greatness and eventually unlock the power of their runic tattoos.
Some Runeweavers that choose to focus only on a single School of Magic, possessing only one Root Tattoo, may ascribe a prefix to their title to indicate their chosen School of Magic. For example, a Runeweaver that maintains only a Celestial Root Tattoo might take the title of Silver Eagle, while one focused on Wild Magic might call themselves the Jade Tiger. This is purely cosmetic and has no bearing on how the Runeweaver uses magic.
The titles awarded by the Rites of the Runeweaver are as follows:
Goverance | Class | Title | Level | Qualifications (RAW) | Rewards (RAW) | Qualifications | Rewards |
---|---|---|---|---|---|---|---|
Guild | Assassin | Recruit | 2 | Must have accepted payment to kill someone; Will almost always be approached to join a guild during or upon completion of first kill, they want their cut, refusal is not a good idea | Sanctioned use of Tier 1 Powers; must give guild 80% cut of any payment; access to guild resources, trainers, clients, contacts, spy network, and library of Guild Spirit books | Must have accepted payment to kill someone • Will almost always be approached to join a guild during or upon completion of first kill, they want their cut, refusal is not a good idea |
• Sanctioned use of Tier 1 Powers • must give guild 80% cut of any payment • access to guild resources, trainers, clients, contacts, spy network, and library of Guild Spirit books |
College | Martial Artist | Student | 1 | Be admitted to a dojo or martial arts college; pay membership fees | +2 Melee Hit; +1 Focus Skill Points; Deep Meditation (passive); all training costs included in membership | Be admitted to a dojo or martial arts college • pay membership fees |
• +2 Melee Hit • +1 Focus Skill Points • Deep Meditation (passive) • all training costs included in membership |
Guild | Ranger | Pathfinder | 3 | recruitment into a Rangers Guild; pass a guild test guild; member job quota met | Survival Instincts (passive); +1 Bushcraft Secondary Skill Point; access to guild resources, trainers, and job postings | recruitment into a Rangers Guild • pass a guild test guild • member job quota met |
• Survival Instincts (passive) • +1 Bushcraft Secondary Skill Point • access to guild resources, trainers, and job postings |
Guild | Assassin | Night Stalker | 4 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 2 Powers; 75% guild cut; Sneaky (passive) | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 2 Powers • 75% guild cut • Sneaky (passive) |
Guild | Thief | Novice | 4 | recruitment into a Thieves Guild; must pass a guild test (typically requires pick pocketing a large sum of money over time or a single item of value ina one-time heist); guild member fee up to date | +2 Stealth skill pts; +2 Hit (choice of melee or ranged); Sneaky (passive); access to guild services, shops and trainers | recruitment into a Thieves Guild • must pass a guild test (typically requires pick pocketing a large sum of money over time or a single item of value ina one-time heist) • guild member fee up to date |
• +2 Stealth skill pts • +2 Hit (choice of melee or ranged) • Sneaky (passive) • access to guild services, shops and trainers |
College | Martial Artist | First Degree | 3 | pass the First belt test (usually testing a particular fighting style); pay membership fees | +2 Melee Hit; +1 Focus Skill Points; +1 Combat Specialist Skill Point | pass the First belt test (usually testing a particular fighting style) • pay membership fees |
• +2 Melee Hit • +1 Focus Skill Points • +1 Combat Specialist Skill Point |
Guild | Ranger | Waywatcher | 5 | pass a guild test guild; member job quota met | Sneaky (passive); +1 Survival Secondary Skill Point | pass a guild test guild • member job quota met |
• Sneaky (passive) • +1 Survival Secondary Skill Point |
Outlaw | Assassin | Spell Thief | 1-20 | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | With the exception of guild resources, retain any other title rewards gained prior to becoming a Spell Thief; No access to Guild Spirit Books, therefore cannot learn new powers in the same way as other Assassins; Instead gain Steal Power (Sanctioned use of Tier0 Spirit Power) which replaces Memorize Power; Mage Wardens and Assassins may be competing for your head | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | • With the exception of guild resources, retain any other title rewards gained prior to becoming a Spell Thief • No access to Guild Spirit Books, therefore cannot learn new powers in the same way as other Assassins • Instead gain Steal Power (Sanctioned use of Tier0 Spirit Power) which replaces Memorize Power • Mage Wardens and Assassins may be competing for your head |
Renown | Barbarian | Combatant | 3 | recognition of fighting prowess by 5+ fighting men and/or women; must have fought and won against a worthy opponent in single combat | +3 Melee Hit; +1 Weapon Specialist Skill Point | recognition of fighting prowess by 5+ fighting men and/or women • must have fought and won against a worthy opponent in single combat |
• +3 Melee Hit • +1 Weapon Specialist Skill Point |
Renown | Barbarian | Battle-born | 6 | recognition of fighting prowess by 50+ fighting men and/or women; Friendly or Unfriendly common reputation; must have fought and won against at least four worthy opponents simultaneously without any assistance | +1 Melee Damage; Heroism (passive); +1 Brute Secondary Skill Point | recognition of fighting prowess by 50+ fighting men and/or women • Friendly or Unfriendly common reputation • must have fought and won against at least four worthy opponents simultaneously without any assistance |
• +1 Melee Damage • Heroism (passive) • +1 Brute Secondary Skill Point |
Renown | Barbarian | Slayer | 9 | recognition of fighting prowess by 500+ fighting men and/or women; Honored or Hostile common reputation; must have fought and won against a larger and/or much more powerful opponent in single combat | +3% Melee Crit; Thrill Seeker (passive) | recognition of fighting prowess by 500+ fighting men and/or women • Honored or Hostile common reputation • must have fought and won against a larger and/or much more powerful opponent in single combat |
• +3% Melee Crit • Thrill Seeker (passive) |
Renown | Barbarian | Warlord | 13 | recognition of fighting prowess by 5000+ fighting men and/or women; Revered or Hated common reputation; must have lead an army of some kind in a succession of victories, while fighting in the front lines | +5 Max Fury; +1 Melee Damage; +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training | recognition of fighting prowess by 5000+ fighting men and/or women • Revered or Hated common reputation • must have lead an army of some kind in a succession of victories, while fighting in the front lines |
• +5 Max Fury • +1 Melee Damage • +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training |
Renown | Barbarian | Conqueror | 17 | recognition of fighting prowess by 50000+ fighting men and/or women; Revered or Hated common reputation; must have conquered something of note or toppled a well known institution or power | +10 Max Fury; +1 Melee damage; Legendary Action (passive) | recognition of fighting prowess by 50000+ fighting men and/or women • Revered or Hated common reputation • must have conquered something of note or toppled a well known institution or power |
• +10 Max Fury • +1 Melee damage • Legendary Action (passive) |
College | Battlemage | Apprentice | 2 | find an undermage or higher to sponsor you | Sanctioned use of Tier 1 Powers; Spirit Echo (passive) | find an undermage or higher to sponsor you | • Sanctioned use of Tier 1 Powers • Spirit Echo (passive) |
College | Battlemage | Spellsword | 4 | find a master mage or higher and an instructor to sponsor you; join a particular college/school of magic | Sanctioned use of Tier 2 Powers; +1 to cast with Spirit powers; +1% melee crit; free Weapon Training of your choice; often commissioned to act as body guards for high profile mages | find a master mage or higher and an instructor to sponsor you • join a particular college/school of magic |
• Sanctioned use of Tier 2 Powers • +1 to cast with Spirit powers • +1% melee crit • free Weapon Training of your choice • often commissioned to act as body guards for high profile mages |
College | Battlemage | Warmage | 7 | find a head master or higher and an instructor to sponsor you; pass a battlemage test | Sanctioned use of Tier 3 Powers; +1 to cast with Spirit powers; +1 Martial Secondary Skill Point; college will often hire you out as a sort of artillery piece in pitched battles | find a head master or higher and an instructor to sponsor you • pass a battlemage test |
• Sanctioned use of Tier 3 Powers • +1 to cast with Spirit powers • +1 Martial Secondary Skill Point • college will often hire you out as a sort of artillery piece in pitched battles |
College | Battlemage | Mage Warden | 11 | find a head master or higher and an Instructor or High Curator to sponsor you; pass a battlemage test | Sanctioned use of Tier 4 Powers; +2 to cast with Spirit powers; +1 % melee crit; Nullify Magic (passive); regularly responsible for hunting anyone suspected of breaking the Laws of Magic | find a head master or higher and an Instructor or High Curator to sponsor you • pass a battlemage test |
• Sanctioned use of Tier 4 Powers • +2 to cast with Spirit powers • +1 % melee crit • Nullify Magic (passive) • regularly responsible for hunting anyone suspected of breaking the Laws of Magic |
College | Battlemage | Chief Warden | 15 | a Mage warden that is promoted to a command position by the High Curator; must still pass a battlemage test though often it is waived in lieu of field experience; mutually exclusive with Instructor Title | Sanctioned use of Tier 5 Powers; +3 Vigor max; answer directly to the High Curator; usually commands a Squadron of Mage Wardens and/or presides over a Mage Prison | a Mage warden that is promoted to a command position by the High Curator • must still pass a battlemage test though often it is waived in lieu of field experience • mutually exclusive with Instructor Title |
• Sanctioned use of Tier 5 Powers • +3 Vigor max • answer directly to the High Curator • usually commands a Squadron of Mage Wardens and/or presides over a Mage Prison |
College | Battlemage | Instructor | 15 | appointed by council of headmasters or an Archmage; must pass a battlemage test; must teach at a college’s battlemage wing; mutually exclusive with Warden Captain Title | Sanctioned use of Tier 5 Powers; +3 Vigor max; answer to the headmaster of the college where teaching but also to own High Curator | appointed by council of headmasters or an Archmage • must pass a battlemage test • must teach at a college’s battlemage wing • mutually exclusive with Warden Captain Title |
• Sanctioned use of Tier 5 Powers • +3 Vigor max • answer to the headmaster of the college where teaching but also to own High Curator |
College | Battlemage | High Curator | 18 | defeat the High Curator associated with your college and strip them of their power; only one High Curator for each School of Spirit Powers | Sanctioned use of Tier 6 Powers; +5 Vigor max; +1 to cast with Spirit powers; supreme commander of the Mage Wardens; answers to no one, not even the Archmage | defeat the High Curator associated with your college and strip them of their power • only one High Curator for each School of Spirit Powers |
• Sanctioned use of Tier 6 Powers • +5 Vigor max • +1 to cast with Spirit powers • supreme commander of the Mage Wardens • answers to no one, not even the Archmage |
Outlaw | Battlemage | Sorcerer | n/a | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | Retain any other title rewards gained prior to becoming a Sorcerer; Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges; Will still be hunted by Mage Wardens if found to be taking on apprentices | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | • Retain any other title rewards gained prior to becoming a Sorcerer • Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges • Will still be hunted by Mage Wardens if found to be taking on apprentices |
Outlaw | Battlemage | Renegade | n/a | Rejection or ignorance of the authority of the Mage Colleges; Learning powers from multiple schools | Retain any other title rewards gained prior to becoming a Renegade; may learn powers from any School of Spirit Powers; will be relentlessly hunted by the Mage Wardens | Rejection or ignorance of the authority of the Mage Colleges • Learning powers from multiple schools |
• Retain any other title rewards gained prior to becoming a Renegade • may learn powers from any School of Spirit Powers • will be relentlessly hunted by the Mage Wardens |
Rite | Berserker | Wildbourne | 3 | Rite of the Wildbourne:' must kill a Beast with a threat rating between 2-3 (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Lesser Beasts) | +1 Fury Max; Survival Instincts (passive) | Rite of the Wildbourne:' must kill a Beast with a threat rating between 2-3 (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Lesser Beasts) | • +1 Fury Max • Survival Instincts (passive) |
Rite | Berserker | Bloodsworn | 6 | Rite of the Bloodsworn:' Must pledge yourself to a cause or a figure head signified in a ceremonial shedding of your own blood | +2 Fury Max; Bathe-in-Blood (passive); +1 Brute Secondary Skill Point | Rite of the Bloodsworn:' Must pledge yourself to a cause or a figure head signified in a ceremonial shedding of your own blood | • +2 Fury Max • Bathe-in-Blood (passive) • +1 Brute Secondary Skill Point |
Rite | Berserker | Predator | 9 | Rite of the Predator:' must kill a Beast with a threat rating between 4-5 (typically with your bare hands) eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Greater Beasts) | +3 Fury Max; +1% melee Crit; Thrill Seeker (passive) | Rite of the Predator:' must kill a Beast with a threat rating between 4-5 (typically with your bare hands) eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Greater Beasts) | • +3 Fury Max • +1% melee Crit • Thrill Seeker (passive) |
Rite | Berserker | Masochist | 13 | Rite of the Masochist:' must willingly submit yourself to be beaten near to death must suffering at least a Serious Injury | +3 Fury Max; +1% melee Crit | Rite of the Masochist:' must willingly submit yourself to be beaten near to death must suffering at least a Serious Injury | • +3 Fury Max • +1% melee Crit |
Rite | Berserker | Apex Predator | 17 | Rite of the Apex Predator:' must kill a Beast with a threat rating of 6 or higher (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Superior Beasts) | +4 Fury Max; +1 Advantage on Stealth tests; +1% melee Crit; | Rite of the Apex Predator:' must kill a Beast with a threat rating of 6 or higher (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Superior Beasts) | • +4 Fury Max • +1 Advantage on Stealth tests • +1% melee Crit • |
Outlaw | Berserker | Savage | n/a | Neglect or refuse the Rite of the Bloodsworn | At level 6 gain Mindless Rage (passive); all other Title Rewards are ignored | Neglect or refuse the Rite of the Bloodsworn | • At level 6 gain Mindless Rage (passive) • all other Title Rewards are ignored |
Renown | Cleric | Believer | 1 | profess unrelenting belief in a Known/Accepted Faith; witnessed by a T4 or higher Faith class belonging to the same Faith | Sacred Text (typically gifted by whomever led them to believe) | profess unrelenting belief in a Known/Accepted Faith • witnessed by a T4 or higher Faith class belonging to the same Faith |
• Sacred Text (typically gifted by whomever led them to believe) |
Renown | Cleric | Disciple | 3 | recognition by 5+ people; must spend a significant amount of time learning about your faith from a more experienced individual | +1 to cast with Faith powers; Lay on Hands (passive) | recognition by 5+ people • must spend a significant amount of time learning about your faith from a more experienced individual |
• +1 to cast with Faith powers • Lay on Hands (passive) |
Renown | Cleric | Preacher/Minister | 6 | recognition by 50+ people; Friendly or Unfriendly common reputation; must have converted one or more people to your faith | +1 to cast with Faith powers; Rousing Sermon (passive); +1 Martial Secondary Skill Point | recognition by 50+ people • Friendly or Unfriendly common reputation • must have converted one or more people to your faith |
• +1 to cast with Faith powers • Rousing Sermon (passive) • +1 Martial Secondary Skill Point |
Renown | Cleric | Chaplain | 9 | recognition by 500+ people; Honored or Hostile common reputation; must have served or be currently serving attached to an institution or unit of some kind (i.e. a prison, government body, a military unit, a royal household, an expedition, a remote tribe/colony, etc…) | +1 to cast with Faith powers; +1% melee crit; Call of the Faithful (passive) | recognition by 500+ people • Honored or Hostile common reputation • must have served or be currently serving attached to an institution or unit of some kind (i.e. a prison, government body, a military unit, a royal household, an expedition, a remote tribe/colony, etc…) |
• +1 to cast with Faith powers • +1% melee crit • Call of the Faithful (passive) |
Renown | Cleric | Apostle | 13 | recognition by 5000+ people; Revered or Hated common reputation; must have established/installed your particular faith in a foreign land at a local level (tribe, colony, village etc…) | +3 Vigor max; +1 to cast with Faith powers | recognition by 5000+ people • Revered or Hated common reputation • must have established/installed your particular faith in a foreign land at a local level (tribe, colony, village etc…) |
• +3 Vigor max • +1 to cast with Faith powers |
Renown | Cleric | Prime Apostle | 17 | recognition by 50000+; people Revered or Hated common reputation; must have established/installed your particular faith in a foreign land at a regional level (city-state, province, etc…) | +5 Vigor max; +1 to cast with Faith powers; +1% melee crit | recognition by 50000+ • people Revered or Hated common reputation • must have established/installed your particular faith in a foreign land at a regional level (city-state, province, etc…) |
• +5 Vigor max • +1 to cast with Faith powers • +1% melee crit |
Outlaw | Cleric | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Rite | Druid | Initiate | 1 | (No Rite required) Profess unrelenting belief & faith in a particular (Druidic) religion witnessed by a Witness or higher | Sanctioned use of Tier 1 Powers; Sacred Text; Survival Instincts (passive); gain entry into a Conclave | (No Rite required) Profess unrelenting belief & faith in a particular (Druidic) religion witnessed by a Witness or higher | • Sanctioned use of Tier 1 Powers • Sacred Text • Survival Instincts (passive) • gain entry into a Conclave |
Rite | Druid | Witness | 4 | Rite of the Witness: stand in silent observation of a Druidic ritual being performed by a Conclave | Sanctioned use of Tier 2 Powers; +2 to to cast with Spirit & faith powers | Rite of the Witness: stand in silent observation of a Druidic ritual being performed by a Conclave | • Sanctioned use of Tier 2 Powers • +2 to to cast with Spirit & faith powers |
Rite | Druid | Ritualist | 7 | Rite of the Ritualist: actively participate in some aspect of a Druidic ritual performed by a Conclave | Sanctioned use of Tier 3 Powers; +2 to to cast with Spirit & faith powers; +1 Survival Secondary Skill Point | Rite of the Ritualist: actively participate in some aspect of a Druidic ritual performed by a Conclave | • Sanctioned use of Tier 3 Powers • +2 to to cast with Spirit & faith powers • +1 Survival Secondary Skill Point |
Rite | Druid | Augur | 10 | Rite of the Augur: deprived of senses and tested by the Conclave to see if they have or will develop the gift of Foresight | Sanctioned use of Tier 4 Powers; +2 to to cast with Spirit & faith powers; Foresight (passive) | Rite of the Augur: deprived of senses and tested by the Conclave to see if they have or will develop the gift of Foresight | • Sanctioned use of Tier 4 Powers • +2 to to cast with Spirit & faith powers • Foresight (passive) |
Rite | Druid | Oracle | 14 | Rite of the Oracle: deliver a prophecy that is verified by the Conclave to have come to pass; Must serve Conclave on semi-regular basis | Sanctioned use of Tier 5 Powers; +2 to to cast with Spirit & faith powers; Prophecy (passive) | Rite of the Oracle: deliver a prophecy that is verified by the Conclave to have come to pass • Must serve Conclave on semi-regular basis |
• Sanctioned use of Tier 5 Powers • +2 to to cast with Spirit & faith powers • Prophecy (passive) |
Rite | Druid | Chief Druid | 17 | Rite of the Chief Druid: undergo a sacred rite (particular to each Conclave) to test your wisdom and understanding of the Spirit world; typically only one Chief druid for a particular Conclave of druids | Sanctioned use of Tier 6 Powers; +2 to to cast with Spirit & faith powers; Leadership over an entire Conclave | Rite of the Chief Druid: undergo a sacred rite (particular to each Conclave) to test your wisdom and understanding of the Spirit world • typically only one Chief druid for a particular Conclave of druids |
• Sanctioned use of Tier 6 Powers • +2 to to cast with Spirit & faith powers • Leadership over an entire Conclave |
Rite | Druid | Arch Druid | 19 | Rite of the Arch Druid: Gain the respect and approval of multiple Druidic Conclaves (often requiring that you complete a sacred rite particular to each Conclave); Arch Druids are very rare and typically transcend allegiance to a single conclave (most conclaves won’t have one) | Sanctioned use of Tier 7 Powers; Authority transcending any one conclave | Rite of the Arch Druid: Gain the respect and approval of multiple Druidic Conclaves (often requiring that you complete a sacred rite particular to each Conclave) • Arch Druids are very rare and typically transcend allegiance to a single conclave (most conclaves won’t have one) |
• Sanctioned use of Tier 7 Powers • Authority transcending any one conclave |
Outlaw | Druid | Hermit | 1-20 | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out; still adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) | Retain any other title rewards gained prior to becoming a Hermit; +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist); must live in isolation from other Druids and usually society as a whole | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out • still adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) |
• Retain any other title rewards gained prior to becoming a Hermit • +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist) • must live in isolation from other Druids and usually society as a whole |
Outlaw | Druid | Witchdoctor | 1-20 | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out; do not adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) | Retain any other title rewards gained prior to becoming a Witchdoctor; +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist); can use any Faith or Spirit powers they choose (except for Opposing Faith Powers); will be shunned by other Druids and hunted by both Mage Wardens and Witch Hunters | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out • do not adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) |
• Retain any other title rewards gained prior to becoming a Witchdoctor • +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist) • can use any Faith or Spirit powers they choose (except for Opposing Faith Powers) • will be shunned by other Druids and hunted by both Mage Wardens and Witch Hunters |
Renown | Guardian | My Brothers Keeper | 1 | Pledge yourself to the Guardian’s (Core) Code: My Brother's Keeper; | Gain Core Code: My Brother's Keeper | Pledge yourself to the Guardian’s (Core) Code: My Brother's Keeper • |
• Gain Core Code: My Brother's Keeper |
Renown | Guardian | Citizen-Soldier | 3 | Pledge yourself to a Minor Code of your choice; recognition by 5+ people; must be an upstanding citizen of a particular city/region | Gain 1st Minor Code; '+1 Occupational Secondary Skill Point | Pledge yourself to a Minor Code of your choice • recognition by 5+ people • must be an upstanding citizen of a particular city/region |
• Gain 1st Minor Code • '+1 Occupational Secondary Skill Point |
Renown | Guardian | Sworn Shield | 6 | recognition by 50+ people; Friendly common reputation must have been sworn into the service of another individual as a personal bodyguard for a significant period of time | Shield Master (passive); +1 Bodyguard Secondary Skill Point | recognition by 50+ people • Friendly common reputation must have been sworn into the service of another individual as a personal bodyguard for a significant period of time |
• Shield Master (passive) • +1 Bodyguard Secondary Skill Point |
Renown | Guardian | Hoplite | 9 | Pledge yourself to a Great Code (or 2nd Minor code) of your choice; recognition by 500+ people; Honored common reputation; must have won a battle while in fighting in a close combat formation with other allies (i.e. Phalanx, Shield wall, etc… ) | Gain a Great Code or 2nd Minor Code; Shield Brace (passive) | Pledge yourself to a Great Code (or 2nd Minor code) of your choice • recognition by 500+ people • Honored common reputation • must have won a battle while in fighting in a close combat formation with other allies (i.e. Phalanx, Shield wall, etc… ) |
• Gain a Great Code or 2nd Minor Code • Shield Brace (passive) |
Renown | Guardian | Praetorian | 13 | recognition by 5000+ people; Revered common reputation; must have served or be currently serving as a bodyguard/household guard of a high profile individual | +3 Vigor Max; +3 Melee & Ranged Hit | recognition by 5000+ people • Revered common reputation • must have served or be currently serving as a bodyguard/household guard of a high profile individual |
• +3 Vigor Max • +3 Melee & Ranged Hit |
Renown | Guardian | Living Legend | 17 | Pledge yourself to a Minor Code of your choice; recognition by 50000+ people; Revered common reputation; one or more tale of your legendary exploits must be in circulation | Gain 2nd or 3rd Minor Code; +5 Vigor max; Legendary Action (passive) | Pledge yourself to a Minor Code of your choice • recognition by 50000+ people • Revered common reputation • one or more tale of your legendary exploits must be in circulation |
• Gain 2nd or 3rd Minor Code • +5 Vigor max • Legendary Action (passive) |
Order, Initial | Knight | Squire | 1 | Pledge yourself to the (Core) Code of the Knighthood: Chivalry; must be serving/training under a Knight with a rank of Foot Knight or higher (or a Hedgeknight of level 6 or higher) | Gain Core Code: Chivalry; +1 Melee Hit; +1 Code Point; Salute (passive); May join a Knightly Order | Pledge yourself to the (Core) Code of the Knighthood: Chivalry • must be serving/training under a Knight with a rank of Foot Knight or higher (or a Hedgeknight of level 6 or higher) |
• Gain Core Code: Chivalry • +1 Melee Hit • +1 Code Point • Salute (passive) • May join a Knightly Order |
Order, Initial | Knight | Armsman | 3 | Pledge yourself to a Minor Code of your choice; promoted by a higher ranking night (Minimum Knight Regular or Knight Errant); must be serving/training under a higher ranking Knight (or a Hedgeknight of level 8 or higher) | Gain 1st Minor Code; '+1 Melee Hit; +1 Code Point; Free Weapon Training of your choice; +1 Combat Specialist Skill Point | Pledge yourself to a Minor Code of your choice • promoted by a higher ranking night (Minimum Knight Regular or Knight Errant) • must be serving/training under a higher ranking Knight (or a Hedgeknight of level 8 or higher) |
• Gain 1st Minor Code • '+1 Melee Hit • +1 Code Point • Free Weapon Training of your choice • +1 Combat Specialist Skill Point |
Order, Initial | Knight | Foot Knight | 5 | complete a quest or mission, sponsored by a higher ranking Knight; Knighted by the leader of your Order/Chapter House or a Liege-lord; must take the oath(s) of your order; must be serving/training under a higher ranking Knight | +1 Melee Hit; +1 Code Point; Free Armor Training of your choice; +1 Martial Secondary Skill Point; May put Sir or Dame in front of name; may take a Squire in your service; may ride in Knightly Tournaments but not in true combat | complete a quest or mission, sponsored by a higher ranking Knight • Knighted by the leader of your Order/Chapter House or a Liege-lord • must take the oath(s) of your order • must be serving/training under a higher ranking Knight |
• +1 Melee Hit • +1 Code Point • Free Armor Training of your choice • +1 Martial Secondary Skill Point • May put Sir or Dame in front of name • may take a Squire in your service • may ride in Knightly Tournaments but not in true combat |
Order, Military | Knight | Knight Regular | 7 | Pledge yourself to a Great Code (either Leader of Men or Conquest); promoted by a commanding officer (Cavalier or Higher), typically upon successful completion of a mission or campaign; must be serving/training under a higher ranking Knight | Gain a Great Code: Leader of Men or Conquest; Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor); +1 Melee Hit; +1 Code Point; +1 Secondary Skill Point in mounted Combat; may command a Squadron of up to 10 Foot Knights (must be unmounted); may take an Armsman in your service | Pledge yourself to a Great Code (either Leader of Men or Conquest) • promoted by a commanding officer (Cavalier or Higher), typically upon successful completion of a mission or campaign • must be serving/training under a higher ranking Knight |
• Gain a Great Code: Leader of Men or Conquest • Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor) • +1 Melee Hit • +1 Code Point • +1 Secondary Skill Point in mounted Combat • may command a Squadron of up to 10 Foot Knights (must be unmounted) • may take an Armsman in your service |
Order, Military | Knight | Cavalier | 10 | promoted by a commanding officer (Knight Captain or higher), typically upon successful completion of a mission or campaign; must be serving/training under a higher ranking Knight | +2 Melee Hit; +1 Code Point; Mounted Exemplar (passive); may command a Cadre of up to 5 Knight Regulars or Company of up to 5 Squadrons of Foot Knights | promoted by a commanding officer (Knight Captain or higher), typically upon successful completion of a mission or campaign • must be serving/training under a higher ranking Knight |
• +2 Melee Hit • +1 Code Point • Mounted Exemplar (passive) • may command a Cadre of up to 5 Knight Regulars or Company of up to 5 Squadrons of Foot Knights |
Order, Military | Knight | Knight Captain | 12 | promoted by a commanding officer (Knight Templar or higher), typically upon successful completion of a mission or campaign; must be serving/training under a higher ranking Knight | +2 Melee Hit; +1 Code Point; may command an Echelon of up to 5 Cadres of Knights or Battalion of up to 4 Companies of Foot Knights | promoted by a commanding officer (Knight Templar or higher), typically upon successful completion of a mission or campaign • must be serving/training under a higher ranking Knight |
• +2 Melee Hit • +1 Code Point • may command an Echelon of up to 5 Cadres of Knights or Battalion of up to 4 Companies of Foot Knights |
Order, Military | Knight | Knight Templar | 14 | promoted by a commanding officer (Knight Marshal or higher), typically upon successful completion of a mission or campaign; must be serving/training under a Knight Marshal | +2 Melee Hit; +1 Code Point; may command a Regiment of up to 5 Echelons of Knights or 5 Battalions of Foot Knights; may run a Chapter House within a larger Knightly Order; may perform Knighting and anointing ceremonies | promoted by a commanding officer (Knight Marshal or higher), typically upon successful completion of a mission or campaign • must be serving/training under a Knight Marshal |
• +2 Melee Hit • +1 Code Point • may command a Regiment of up to 5 Echelons of Knights or 5 Battalions of Foot Knights • may run a Chapter House within a larger Knightly Order • may perform Knighting and anointing ceremonies |
Order, Military | Knight | Knight Marshal | 16 | Pledge yourself to a second Minor Code of your choice; promoted by Knightlord or Liege-lord, typically upon successful completion of a mission or campaign; serving/training under a Knightlord or Liege-Lord of some kind; usually only one unless Order is very large | Gain 2nd Minor Code; +2 Melee Hit; +1 Code Point; may command a Division of up to 5 Regiments; Right hand of the Knightlord, often acting in his/her place in the field | Pledge yourself to a second Minor Code of your choice • promoted by Knightlord or Liege-lord, typically upon successful completion of a mission or campaign • serving/training under a Knightlord or Liege-Lord of some kind • usually only one unless Order is very large |
• Gain 2nd Minor Code • +2 Melee Hit • +1 Code Point • may command a Division of up to 5 Regiments • Right hand of the Knightlord, often acting in his/her place in the field |
Order, Military | Knight | Knightlord | 18 | usually appointed by Liege-lord or previous Knightlord; previous Knightlord must be either retired or dead; can only be one Knightlord per order | +2 Melee Hit; +1 Code Point; Authority over an entire Knightly Order, total veto | usually appointed by Liege-lord or previous Knightlord • previous Knightlord must be either retired or dead • can only be one Knightlord per order |
• +2 Melee Hit • +1 Code Point • Authority over an entire Knightly Order, total veto |
Order, Questing | Knight | Knight Errant | 7 | Pledge yourself to the Sacred Quest Great Code; complete a minor quest, sponsored and/or approved by a Cavalier, Anointed Knight or other higher ranking Knight | Gain a Great Code: Sacred Quest; Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor); +1 Melee Hit; +1 Code Point; +1 Secondary Skill Point in mounted Combat; may take an Armsman in your service; released from obligations of military service to instead wander in search of a sacred or noble quest | Pledge yourself to the Sacred Quest Great Code • complete a minor quest, sponsored and/or approved by a Cavalier, Anointed Knight or other higher ranking Knight |
• Gain a Great Code: Sacred Quest • Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor) • +1 Melee Hit • +1 Code Point • +1 Secondary Skill Point in mounted Combat • may take an Armsman in your service • released from obligations of military service to instead wander in search of a sacred or noble quest |
Order, Questing | Knight | Anointed Knight | 10 | complete a minor quest, sponsored and/or approved by a Knight Captain, Questing Knight or other higher ranking Knight; anointed by the leader of your Order/Chapter House, a Liege-lord, or a Relic Knight/Venerable Knight/Knight of Legend | +2 Melee Hit; +1 Code Point; Anointed Virtue (passive) | complete a minor quest, sponsored and/or approved by a Knight Captain, Questing Knight or other higher ranking Knight • anointed by the leader of your Order/Chapter House, a Liege-lord, or a Relic Knight/Venerable Knight/Knight of Legend |
• +2 Melee Hit • +1 Code Point • Anointed Virtue (passive) |
Order, Questing | Knight | Questing Knight | 12 | complete a minor quest, sponsored and/or approved by a Knight Templar, Relic Knight or other higher ranking Knight; accept a major quest, sponsored and/or approved by a Knight Templar, Relic Knight or higher ranking Knight (typically this quest will run the duration of their time as Questing Knight and is most often tied to the recovery of an lost relic of significant to the Order) | +2 Melee Hit; +1 Code Point | complete a minor quest, sponsored and/or approved by a Knight Templar, Relic Knight or other higher ranking Knight • accept a major quest, sponsored and/or approved by a Knight Templar, Relic Knight or higher ranking Knight (typically this quest will run the duration of their time as Questing Knight and is most often tied to the recovery of an lost relic of significant to the Order) |
• +2 Melee Hit • +1 Code Point |
Order, Questing | Knight | Relic Knight | 14 | recover and/or secure a relic of significance to the Order, as recognized by a Knight Marshal, Venerable Knight or other higher ranking Knight; must also have completed the major quest accepted as a Questing Knight if it was unrelated to a relic | +2 Melee Hit; +1 Code Point; granted resources by the Order for the commissioning of a Reliquary (a container for the Relic); may personally wield the Relic if the need arises; Relic Defender (passive); may perform Knighting and anointing ceremonies | recover and/or secure a relic of significance to the Order, as recognized by a Knight Marshal, Venerable Knight or other higher ranking Knight • must also have completed the major quest accepted as a Questing Knight if it was unrelated to a relic |
• +2 Melee Hit • +1 Code Point • granted resources by the Order for the commissioning of a Reliquary (a container for the Relic) • may personally wield the Relic if the need arises • Relic Defender (passive) • may perform Knighting and anointing ceremonies |
Order, Questing | Knight | Venerable Knight | 16 | Pledge yourself to a second Minor Code of your choice; faithful service in the defense and safe-guarding of their relic, as recognized by a Knightlord (and/or Liege-Lord) or Knight of Legend | Gain 2nd Minor Code; +2 Melee Hit; +1 Code Point; granted resources by the Order to build a stronghold or other such defensive structure to protect their Reliquary | Pledge yourself to a second Minor Code of your choice • faithful service in the defense and safe-guarding of their relic, as recognized by a Knightlord (and/or Liege-Lord) or Knight of Legend |
• Gain 2nd Minor Code • +2 Melee Hit • +1 Code Point • granted resources by the Order to build a stronghold or other such defensive structure to protect their Reliquary |
Order, Questing | Knight | Knight of Legend | 18 | your deeds must be known far and wide, your story recorded and enshrined in the sacred texts of your Order | +2 Melee Hit; +1 Code Point | your deeds must be known far and wide, your story recorded and enshrined in the sacred texts of your Order | • +2 Melee Hit • +1 Code Point |
Outlaw | Knight | Hedge Knight | 1-20 | Having never sworn Oaths to a specific Knightly Order; and/or have not pledged themselves to the service of a Liege Lord (or having been released from an Oath); must still uphold the Oaths, Virtues, and Codes that would be typical for their class | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Knight; Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); Looked down upon by “real” Knights; At level 6: may take a Squire into your service; At level 8: may take an Armsman; At level 8: may ride in tournaments, but may not mounted in real combat without losing honor | Having never sworn Oaths to a specific Knightly Order • and/or have not pledged themselves to the service of a Liege Lord (or having been released from an Oath) • must still uphold the Oaths, Virtues, and Codes that would be typical for their class |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Knight • Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • Looked down upon by “real” Knights • At level 6: may take a Squire into your service • At level 8: may take an Armsman • At level 8: may ride in tournaments, but may not mounted in real combat without losing honor |
Outlaw | Knight | Oathbroken | 1-20 | Intentional rejection of the authority of a Liege Lord and/or Knightly Order; And/or breaking of the Oaths that bind you to a Liege Lord and/or Knightly Order | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken); Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); May no longer use Honor Oaths; Barred from any Knightly tournament; Despised and rejected by other Knights; No self respecting squire or armsman would ever serve you | Intentional rejection of the authority of a Liege Lord and/or Knightly Order • And/or breaking of the Oaths that bind you to a Liege Lord and/or Knightly Order |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken) • Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • May no longer use Honor Oaths • Barred from any Knightly tournament • Despised and rejected by other Knights • No self respecting squire or armsman would ever serve you |
College | Mage(Full) | Apprentice | 1 | find an undermage or higher to sponsor you | Sanctioned use of Tier 1 Powers; can memorize +1 spirit power; Spirit Echo (passive) | find an undermage or higher to sponsor you | • Sanctioned use of Tier 1 Powers • can memorize +1 spirit power • Spirit Echo (passive) |
College | Mage(Full) | Entered Apprentice | 3 | find a master mage or higher to sponsor you; join a particular college of magic | Sanctioned use of Tier 2 Powers; +2 to cast with Spirit powers; can memorize +1 spirit power | find a master mage or higher to sponsor you • join a particular college of magic |
• Sanctioned use of Tier 2 Powers • +2 to cast with Spirit powers • can memorize +1 spirit power |
College | Mage(Full) | Apprentice Adept | 5 | find a master mage or higher to sponsor you; prove that you are an especially skilled, respected, or trustworthy apprentice | Sanctioned use of Tier 3 Powers; +2 to cast with Spirit powers; can memorize +1 spirit power; +1 Academic Secondary Skill Point | find a master mage or higher to sponsor you • prove that you are an especially skilled, respected, or trustworthy apprentice |
• Sanctioned use of Tier 3 Powers • +2 to cast with Spirit powers • can memorize +1 spirit power • +1 Academic Secondary Skill Point |
College | Mage(Full) | Undermage | 8 | find a head master or higher to sponsor you; pass a mage test | Sanctioned use of Tier 4 Powers; +6 to cast with Spirit powers; can memorize +1 spirit power; Volatile Magic (passive); may take on an apprentice | find a head master or higher to sponsor you • pass a mage test |
• Sanctioned use of Tier 4 Powers • +6 to cast with Spirit powers • can memorize +1 spirit power • Volatile Magic (passive) • may take on an apprentice |
College | Mage(Full) | Master Mage | 12 | find a head master or higher to sponsor you; pass a mage test | Sanctioned use of Tier 5 Powers; +5 to cast with Spirit powers; can memorize +1 spirit power; may take multiple apprentices; may teach at a Mage College | find a head master or higher to sponsor you • pass a mage test |
• Sanctioned use of Tier 5 Powers • +5 to cast with Spirit powers • can memorize +1 spirit power • may take multiple apprentices • may teach at a Mage College |
College | Mage(Full) | Eldermage | 15 | must pass a mage test, regardless (or often in spite of) sponsorship; mutual exclusive with Headmaster title | Sanctioned use of Tier 6 Powers; +3 to cast with Spirit powers; can memorize +1 spirit power; can no longer teach at a mage college or take on apprentices | must pass a mage test, regardless (or often in spite of) sponsorship • mutual exclusive with Headmaster title |
• Sanctioned use of Tier 6 Powers • +3 to cast with Spirit powers • can memorize +1 spirit power • can no longer teach at a mage college or take on apprentices |
College | Mage(Full) | Head Master | 15 | appointed by a council of headmasters (or an archmage) ; must pass a mage test; must have spent time teaching at a Mage College; mutually exclusive with Eldermage | Sanctioned use of Tier 6 Powers; +3 to cast with Spirit powers; can memorize +1 spirit power; The authority, rights, and privileges accorded to the headmaster of a mage college | appointed by a council of headmasters (or an archmage) • must pass a mage test • must have spent time teaching at a Mage College • mutually exclusive with Eldermage |
• Sanctioned use of Tier 6 Powers • +3 to cast with Spirit powers • can memorize +1 spirit power • The authority, rights, and privileges accorded to the headmaster of a mage college |
College | Mage(Full) | Archmage | 17 | defeat the Archmage associated with your college and strip them of their power; typically only one Archmage for each School of Spirit Powers in a large region (i.e. continent) | Sanctioned use of Tier 7 Powers; may learn Ultimate spirit powers where applicable; +2 to cast with Spirit powers; can memorize +1 spirit power; authority over one or more colleges of the same type can appoint head masters directly (over ruling council of headmasters) | defeat the Archmage associated with your college and strip them of their power • typically only one Archmage for each School of Spirit Powers in a large region (i.e. continent) |
• Sanctioned use of Tier 7 Powers • may learn Ultimate spirit powers where applicable • +2 to cast with Spirit powers • can memorize +1 spirit power • authority over one or more colleges of the same type can appoint head masters directly (over ruling council of headmasters) |
Outlaw | Mage(Full) | Sorcerer | n/a | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | Retain any other title rewards gained prior to becoming a Sorcerer; Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges; Will still be hunted by Mage Wardens if found to be taking on apprentices | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | • Retain any other title rewards gained prior to becoming a Sorcerer • Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges • Will still be hunted by Mage Wardens if found to be taking on apprentices |
Outlaw | Mage(Full) | Renegade | n/a | Rejection or ignorance of the authority of the Mage Colleges; Learning powers from multiple schools | Retain any other title rewards gained prior to becoming a Renegade; may learn powers from any School of Spirit Powers; will be relentlessly hunted by the Mage Wardens | Rejection or ignorance of the authority of the Mage Colleges • Learning powers from multiple schools |
• Retain any other title rewards gained prior to becoming a Renegade • may learn powers from any School of Spirit Powers • will be relentlessly hunted by the Mage Wardens |
College | Martial Artist | Second Degree | 6 | pass the Second belt test (usually tests one-on-one combat); pay membership fees | +2 Melee Hit; +1 Focus Skill Points; +1 Artistic Secondary Skill Point | pass the Second belt test (usually tests one-on-one combat) • pay membership fees |
• +2 Melee Hit • +1 Focus Skill Points • +1 Artistic Secondary Skill Point |
College | Martial Artist | Third Degree | 9 | pass the Third belt test (usually testing ability to take on multiple opponents); pay membership fees | +2 Melee Hit; +1 Melee Damage; +2 Focus Skill Points; | pass the Third belt test (usually testing ability to take on multiple opponents) • pay membership fees |
• +2 Melee Hit • +1 Melee Damage • +2 Focus Skill Points • |
College | Martial Artist | Sensei | 12 | defeat a Sensei in a non-lethal Martial Arts duel; appointed by the Osensei if still living (otherwise by a Daisensei); pay membership fees | +3 Melee Hit; +2 Focus Skill Points; MUST teach at a dojo or martial arts college | defeat a Sensei in a non-lethal Martial Arts duel • appointed by the Osensei if still living (otherwise by a Daisensei) • pay membership fees |
• +3 Melee Hit • +2 Focus Skill Points • MUST teach at a dojo or martial arts college |
College | Martial Artist | Daisensei | 15 | appointed by the Osensei if still living (otherwise compete with another Sensei); pay membership fees | +2 Melee Hit; +2 Focus Skill Points; MUST oversee several dojos or martial arts colleges | appointed by the Osensei if still living (otherwise compete with another Sensei) • pay membership fees |
• +2 Melee Hit • +2 Focus Skill Points • MUST oversee several dojos or martial arts colleges |
College | Martial Artist | Osensei | 18 | must have founded your own style of fighting with at least one dojo/school | +2 Melee Hit; +1 Focus Skill Points | must have founded your own style of fighting with at least one dojo/school | • +2 Melee Hit • +1 Focus Skill Points |
Outlaw | Martial Artist | Freeform | 1-20 | pursue Martial Arts without belonging to a Dojo or Martial Arts College | May ignore the standard maximum skill point values for Focus Disciplines; if you can find students, may attempt to found your own style and open a Dojo (may be met with resistance from other Dojos) | pursue Martial Arts without belonging to a Dojo or Martial Arts College | • May ignore the standard maximum skill point values for Focus Disciplines • if you can find students, may attempt to found your own style and open a Dojo (may be met with resistance from other Dojos) |
Order | Monk | Postulant | 1 | profess belief and interest in a known Monastic Faith and lifestyle; witnessed by a Friar or higher | Sanctioned use of Tier 1 Powers; Free Sacred Text (small item) | profess belief and interest in a known Monastic Faith and lifestyle • witnessed by a Friar or higher |
• Sanctioned use of Tier 1 Powers • Free Sacred Text (small item) |
Order | Monk | Novitiate | 3 | join a monastic order and live communally in a Monastery take vows; witnessed and accepted by the Prior or Abbot of the Monastery | Sanctioned use of Tier 2 Powers; +3 to cast with Faith; Lay on Hand (passive) | join a monastic order and live communally in a Monastery take vows • witnessed and accepted by the Prior or Abbot of the Monastery |
• Sanctioned use of Tier 2 Powers • +3 to cast with Faith • Lay on Hand (passive) |
Order | Monk | Acolyte | 5 | take addition vows (increased severity); witnessed by Prior or Abbot | Sanctioned use of Tier 3 Powers; +3 to cast with Faith | take addition vows (increased severity) • witnessed by Prior or Abbot |
• Sanctioned use of Tier 3 Powers • +3 to cast with Faith |
Order | Monk | Chantor | 8 | lead communal chants; witnessed by Prior or Abbot | Sanctioned use of Tier 4 Powers; +3 to cast with Faith | lead communal chants • witnessed by Prior or Abbot |
• Sanctioned use of Tier 4 Powers • +3 to cast with Faith |
Order | Monk | Anchorite | 12 | take vow of secrecy; witnessed by Prior or Abbot; agree to some form of self imprisonment (typically an isolated cell within the monastery); must then hear the confessions of members of your Religious Order (including non-monks) | Sanctioned use of Tier 5 Powers; +3 to cast with Faith; cannot leave self-imprisonment unless called upon for greater purpose; Burden of Secrets (passive) | take vow of secrecy • witnessed by Prior or Abbot • agree to some form of self imprisonment (typically an isolated cell within the monastery) • must then hear the confessions of members of your Religious Order (including non-monks) |
• Sanctioned use of Tier 5 Powers • +3 to cast with Faith • cannot leave self-imprisonment unless called upon for greater purpose • Burden of Secrets (passive) |
Order | Monk | Prior/Prioress | 14 | take first vow of leadership before monastic community; must manage a Priory | Sanctioned use of Tier 6 Powers; +2 to cast with Faith | take first vow of leadership before monastic community • must manage a Priory |
• Sanctioned use of Tier 6 Powers • +2 to cast with Faith |
Order | Monk | Abbot/Abbess | 17 | take second vow of leadership; must then manage an Abbey or several Priories; for larger orders must join council of Abbots | Sanctioned use of Tier 7 Powers; +1 to cast with Faith | take second vow of leadership • must then manage an Abbey or several Priories • for larger orders must join council of Abbots |
• Sanctioned use of Tier 7 Powers • +1 to cast with Faith |
Outlaw | Monk | Hermit | 1-20 | Not part of a Monastic Order, either by choice, ignorance, or having been cast out; still intentionally practicing a particular Faith Path in absence of community | Retain any other title rewards gained prior to becoming a Hermit; +1 Survival Secondary Skill Point; must live in isolation | Not part of a Monastic Order, either by choice, ignorance, or having been cast out • still intentionally practicing a particular Faith Path in absence of community |
• Retain any other title rewards gained prior to becoming a Hermit • +1 Survival Secondary Skill Point • must live in isolation |
Outlaw | Monk | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Outlaw | Monk | Witch/Warlock | 1-20 | Follow a Faith Path of your own making; usually including forbidden and/or mixing of powers; can be completely independent or may join a Coven of like minded individuals | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock; forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters | Follow a Faith Path of your own making • usually including forbidden and/or mixing of powers • can be completely independent or may join a Coven of like minded individuals |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock • forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters |
Outlaw | Monk | Friar | n/a | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading thier faith among the people); still adhering to orthodoxy, doctrine or creed of a particular Monastic Order | Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles; Retain any other title rewards gained prior to becoming a Friar; Rousing Sermon (passive) at level 6; in some cases retain partial allegiance and/or support of their former Monastic Order | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading thier faith among the people) • still adhering to orthodoxy, doctrine or creed of a particular Monastic Order |
• Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles • Retain any other title rewards gained prior to becoming a Friar • Rousing Sermon (passive) at level 6 • in some cases retain partial allegiance and/or support of their former Monastic Order |
Guild | Ninja | Kohai | 2 | Pass Clan (guild) entrance test (if failed you are typically killed in order to prevent the existence of the Ninja Clan from being discovered); Must swear on pain of death to keep all Clan secrets and remain in the Ninja Clan for life | +1 Dodge; access to guild resources and trainers; Ninja… Vanish (passive); must serve senior students (Senpai) | Pass Clan (guild) entrance test (if failed you are typically killed in order to prevent the existence of the Ninja Clan from being discovered) • Must swear on pain of death to keep all Clan secrets and remain in the Ninja Clan for life |
• +1 Dodge • access to guild resources and trainers • Ninja… Vanish (passive) • must serve senior students (Senpai) |
Guild | Ninja | Senpai | 5 | pass a Clan test; guild cut paid in full | Sneaky (passive); +1 Artistic Secondary Skill Point; served by junior students (Kohai) | pass a Clan test • guild cut paid in full |
• Sneaky (passive) • +1 Artistic Secondary Skill Point • served by junior students (Kohai) |
Guild | Assassin | Shade | 7 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 3 Powers 1% melee crit; 65% guild cut; +1 Academic Secondary Skill Point | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 3 Powers
1% melee crit • 65% guild cut • +1 Academic Secondary Skill Point |
Guild | Thief | Journeyman | 7 | pass a guild test (typically required to steal an item of moderate value); guild member fee up to date | +1 Advantage on Stealth tests; +2 Stealth skill pts; +2 hit (choice of melee or ranged); +1 Artistic Secondary Skill Point | pass a guild test (typically required to steal an item of moderate value) • guild member fee up to date |
• +1 Advantage on Stealth tests • +2 Stealth skill pts • +2 hit (choice of melee or ranged) • +1 Artistic Secondary Skill Point |
Guild | Ninja | Shinobi | 8 | pass a Clan test (typically involves a difficult solo mission where any detection is an immediate failure); guild cut paid in full | From the Shadows (passive) | pass a Clan test (typically involves a difficult solo mission where any detection is an immediate failure) • guild cut paid in full |
• From the Shadows (passive) |
Guild | Ranger | Huntsmen | 8 | pass a guild test guild; member job quota met | +1% ranged crit; Swift Hunt (passive) | pass a guild test guild • member job quota met |
• +1% ranged crit • Swift Hunt (passive) |
Guild | Thief | Master | 10 | pass a guild test (typically required to steal an item of great value that is very well guarded); guild member fee up to date | +2 Stealth skill pts; +2 hit (choice of melee or ranged); Cheat Death (passive) | pass a guild test (typically required to steal an item of great value that is very well guarded) • guild member fee up to date |
• +2 Stealth skill pts • +2 hit (choice of melee or ranged) • Cheat Death (passive) |
Guild | Assassin | Silent Blade | 11 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 4 Powers; +1% ranged crit; 50% guild cut; Silent Death (passive) | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 4 Powers • +1% ranged crit • 50% guild cut • Silent Death (passive) |
Guild | Ninja | Renshi | 12 | pass a Clan test (typically this is a test of your ability to teach or instruct others); guild cut paid in full | +1% Melee Crit; expected to act as an instructor/teacher for lower ranking members of the Clan | pass a Clan test (typically this is a test of your ability to teach or instruct others) • guild cut paid in full |
• +1% Melee Crit • expected to act as an instructor/teacher for lower ranking members of the Clan |
Order | Paladin | Proselyte | 1 | profess unrelenting belief in a known/accepted Faith; Pledge yourself to a Faithsworn (Core) Code: Holysworn, Hellsworn, Primalsworn, Soulsworn; witnessed by a deacon/preacher or higher | Sanctioned use of Tier 1 Powers Sacred Text; Gain Core Code: (Faith)sworn Salute (passive) | profess unrelenting belief in a known/accepted Faith • Pledge yourself to a Faithsworn (Core) Code: Holysworn, Hellsworn, Primalsworn, Soulsworn • witnessed by a deacon/preacher or higher |
• Sanctioned use of Tier 1 Powers Sacred Text • Gain Core Code: (Faith)sworn Salute (passive) |
Order | Paladin | Neophyte | 3 | Join a particular Paladin Order; Pledge yourself to a Minor Code of your choice (or as specified by your Order) | Sanctioned use of Tier 2 Powers; Gain 1st Minor Code; +1 melee hit; Lay on Hands (passive) | Join a particular Paladin Order • Pledge yourself to a Minor Code of your choice (or as specified by your Order) |
• Sanctioned use of Tier 2 Powers • Gain 1st Minor Code • +1 melee hit • Lay on Hands (passive) |
Order | Paladin | Acolyte | 5 | complete a quest determined by High Templar or Higher | Sanctioned use of Tier 3 Powers; +2 melee hit; +1 Academic Secondary Skill Point | complete a quest determined by High Templar or Higher | • Sanctioned use of Tier 3 Powers • +2 melee hit • +1 Academic Secondary Skill Point |
Order | Paladin | Paladinyte | 8 | entrance into the military wing of your order; Pledge yourself to a Great Code of your choice (or as specified by your Order); sponsorship of a High Templar or higher | Sanctioned use of Tier 4 Powers; Gain a Great Code; +1 melee hit | entrance into the military wing of your order • Pledge yourself to a Great Code of your choice (or as specified by your Order) • sponsorship of a High Templar or higher |
• Sanctioned use of Tier 4 Powers • Gain a Great Code • +1 melee hit |
Order | Paladin | Crusader | 11 | participate in at least one successful Crusade | Sanctioned use of Tier 5 Powers; +3 melee hit; Crusaders Glory (passive) | participate in at least one successful Crusade | • Sanctioned use of Tier 5 Powers • +3 melee hit • Crusaders Glory (passive) |
Order | Paladin | High Templar | 14 | participate in multiple successful crusades; complete a quest determined by the Grand Marshal; must lead Crusades once promoted | Sanctioned use of Tier 6 Powers; +2 melee hit; field command over Paladin forces | participate in multiple successful crusades • complete a quest determined by the Grand Marshal • must lead Crusades once promoted |
• Sanctioned use of Tier 6 Powers • +2 melee hit • field command over Paladin forces |
Order | Paladin | Grand Marshal | 17 | appointed in previous Grand Marshals will; or compete against other High Templars | Sanctioned use of Tier 7 Powers; Gain 2nd Minor Code; +1 melee hit; head of a Paladin Order (total veto) | appointed in previous Grand Marshals will • or compete against other High Templars |
• Sanctioned use of Tier 7 Powers • Gain 2nd Minor Code • +1 melee hit • head of a Paladin Order (total veto) |
Outlaw | Paladin | Hedge Paladin | 1-20 | Having never sworn Oaths to a specific Paladin Order or other such Religious Order (or having been released from an Oath) upholding the Oaths, Virtues, and Codes that would be typical for their class (such as following a known Faith path) | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Paladin; Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); | Having never sworn Oaths to a specific Paladin Order or other such Religious Order (or having been released from an Oath) upholding the Oaths, Virtues, and Codes that would be typical for their class (such as following a known Faith path) | • Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Paladin • Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • |
Outlaw | Paladin | Oathbroken | 1-20 | Intentional rejection of the authority of a Paladin or other religious Order breaking of the Oaths that bind you to them (or vice versa) most often a result of using forbidden powers and/or mixing of powers | Gain Codes at the minimum level requirement for non-outlawed titles; With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken; Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); can use any Faith powers they choose (except for Opposing Faith Powers); May no longer use Honor Oaths; Paladins or other associated Religious Orders will shun you if Oathbroken from using forbidden powers (or mixing of powers), will be pursued by Witch Hunters | Intentional rejection of the authority of a Paladin or other religious Order breaking of the Oaths that bind you to them (or vice versa) most often a result of using forbidden powers and/or mixing of powers | • Gain Codes at the minimum level requirement for non-outlawed titles • With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken • Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • can use any Faith powers they choose (except for Opposing Faith Powers) • May no longer use Honor Oaths • Paladins or other associated Religious Orders will shun you if Oathbroken from using forbidden powers (or mixing of powers), will be pursued by Witch Hunters |
Outlaw | Paladin | False Sworn | 1-20 | Belong to an existing Paladin Order while secretly serving another agenda, Lord, diety, or entity, often Heretical in nature (i.e. forbidden powers or mixing of powers) | Gain all rewards at minimum level requirement for non-outlawed titles; Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); can use any Faith powers they choose (except for Opposing Faith Powers); if discovered immediately become Oathbroken, exiled or executed by Order and hunted by Witch Hunters | Belong to an existing Paladin Order while secretly serving another agenda, Lord, diety, or entity, often Heretical in nature (i.e. forbidden powers or mixing of powers) | • Gain all rewards at minimum level requirement for non-outlawed titles • Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • can use any Faith powers they choose (except for Opposing Faith Powers) • if discovered immediately become Oathbroken, exiled or executed by Order and hunted by Witch Hunters |
Guild | Ninja | Kyoshi | 15 | pass a Clan test (typically this is a test of your ability to teach or instruct others at an expert level); guild cut paid in full; usually only one per Ninja Clan unless the clan is exceptionally large | +2 Focus ability pts; second in command of Clan forces; expected to act as an expert teacher for lower ranking members of the Clan | pass a Clan test (typically this is a test of your ability to teach or instruct others at an expert level) • guild cut paid in full • usually only one per Ninja Clan unless the clan is exceptionally large |
• +2 Focus ability pts • second in command of Clan forces • expected to act as an expert teacher for lower ranking members of the Clan |
Guild | Ninja | Hanshi | 18 | pass a Clan test (typically this involves defeating/killing the existing Hanshi in ritual combat); manage and maintain an Ninja Clan of varying size (10+ members); can only be one per Ninja Clan | +3 Focus ability pts; +1% Melee Crit; supreme command of the Ninja Clan, including access to all its resources and funds | pass a Clan test (typically this involves defeating/killing the existing Hanshi in ritual combat) • manage and maintain an Ninja Clan of varying size (10+ members) • can only be one per Ninja Clan |
• +3 Focus ability pts • +1% Melee Crit • supreme command of the Ninja Clan, including access to all its resources and funds |
Outlaw | Ninja | Nukenin | 2-20 | have not joined a Ninja Clan; take on work outside of the authority of a Clan; caught exposing existence of the Clan or its secrets; caught secretly attempting to avoid guild cut/dues repeated breaking of Clan laws running away from a clan | Not required to pay Guild cut, fees, or dues to the Clan; do not benefit from any resources or training; unlikely to live very long | have not joined a Ninja Clan • take on work outside of the authority of a Clan • caught exposing existence of the Clan or its secrets • caught secretly attempting to avoid guild cut/dues repeated breaking of Clan laws running away from a clan |
• Not required to pay Guild cut, fees, or dues to the Clan • do not benefit from any resources or training • unlikely to live very long |
Renown | Pit-Fighter | Combatant | 3 | recognition by 5+ fans; must have fought in at 3+ staged combats (non-lethal) or won at least 1 pit-fight (lethal) | +1 Brawler Secondary Skill Point | recognition by 5+ fans • must have fought in at 3+ staged combats (non-lethal) or won at least 1 pit-fight (lethal) |
• +1 Brawler Secondary Skill Point |
Renown | Pit-Fighter | Gladiator | 6 | recognition by 50+ fans; must have fought in 9+ staged combats (non-lethal) or won 3+ pit-fights (lethal) | Showmanship (passive); +1 Brute Secondary Skill Point | recognition by 50+ fans • must have fought in 9+ staged combats (non-lethal) or won 3+ pit-fights (lethal) |
• Showmanship (passive) • +1 Brute Secondary Skill Point |
Renown | Pit-Fighter | Champion | 9 | recognition by 500+ fans; must have fought in 15+ staged combats (non-lethal) or won 5+ pit-fights (lethal); must have beaten at least 1 champion | +1 Melee Damage; Challenge (passive) | recognition by 500+ fans • must have fought in 15+ staged combats (non-lethal) or won 5+ pit-fights (lethal) • must have beaten at least 1 champion |
• +1 Melee Damage • Challenge (passive) |
Renown | Pit-Fighter | Pit Master | 13 | recognition by 5000+ fans; must have fought in 24+ staged combats (non-lethal) or won 8+ pit-fights (lethal); must have beaten 3+ champions | +2 Focus Skill Points; +3 Fury max | recognition by 5000+ fans • must have fought in 24+ staged combats (non-lethal) or won 8+ pit-fights (lethal) • must have beaten 3+ champions |
• +2 Focus Skill Points • +3 Fury max |
Renown | Pit-Fighter | Doctore | 14 | optional title, not required to advance to Living Legend; promoted by the owner of an arena, ludus, or fighting pits | +1 Trainer Secondary Skill Point; allowed to manage and/or train other fighters | optional title, not required to advance to Living Legend • promoted by the owner of an arena, ludus, or fighting pits |
• +1 Trainer Secondary Skill Point • allowed to manage and/or train other fighters |
Order | Priest | Proselyte | 1 | profess unrelenting belief in a known/accepted Faith witnessed by an acolyte or higher | Sanctioned use of Tier 1 Powers; +1 new power; +1 Advantage on Faith rolls; +1 to cast with Faith powers; granted a free Sacred Text (small item) for your chosen Faith | profess unrelenting belief in a known/accepted Faith witnessed by an acolyte or higher | • Sanctioned use of Tier 1 Powers • +1 new power • +1 Advantage on Faith rolls • +1 to cast with Faith powers • granted a free Sacred Text (small item) for your chosen Faith |
Order | Priest | Neophyte | 3 | must have received regimented teaching regarding the Priesthood of your chosen faith from a Vested Priest or higher | Sanctioned use of Tier 2 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; Lay on Hands (passive) OR Fanatical Beliefs (passive) | must have received regimented teaching regarding the Priesthood of your chosen faith from a Vested Priest or higher | • Sanctioned use of Tier 2 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • Lay on Hands (passive) OR Fanatical Beliefs (passive) |
Order | Priest | Acolyte | 5 | invitation by a Vested Priest or higher to assist in the performance of a ceremony/ritual | Sanctioned use of Tier 3 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; obligated to regularly assist in the performance of ceremonies and rituals at a Temple or at Tribal gatherings | invitation by a Vested Priest or higher to assist in the performance of a ceremony/ritual | • Sanctioned use of Tier 3 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • obligated to regularly assist in the performance of ceremonies and rituals at a Temple or at Tribal gatherings |
Order(Priesthood) | Priest | Vested Priest | 7 | Vesting ceremony performed by a Temple or Tribal priest after faithfully serving the priesthood in the completion of many ceremonies and/or rituals | Sanctioned use of Tier 4 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | Vesting ceremony performed by a Temple or Tribal priest after faithfully serving the priesthood in the completion of many ceremonies and/or rituals | • Sanctioned use of Tier 4 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Priesthood) | Priest | Temple Priest | 11 | The previous Temple Priest must have been promoted, died or cast out, with you being named as their successor; alternately, could be appointed by higher ranking priests; Mutually exclusive of Tribal Priest | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; MUST preside over a Temple; Rousing Sermon (passive); +1 Academic Secondary Skill Point | The previous Temple Priest must have been promoted, died or cast out, with you being named as their successor • alternately, could be appointed by higher ranking priests • Mutually exclusive of Tribal Priest |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • MUST preside over a Temple • Rousing Sermon (passive) • +1 Academic Secondary Skill Point |
Order(Priesthood) | Priest | Tribal Priest | 11 | Previous Tribal Priest must have been promoted, died or cast out, with you being named as their successor; If not possible the Tribe must choose you to become their Priest; Mutually exclusive of Temple Priest | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; MUST preside over an entire Tribe; Tribal Power (passive); +1 Survival Secondary Skill Point | Previous Tribal Priest must have been promoted, died or cast out, with you being named as their successor • If not possible the Tribe must choose you to become their Priest • Mutually exclusive of Temple Priest |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • MUST preside over an entire Tribe • Tribal Power (passive) • +1 Survival Secondary Skill Point |
Order(Priesthood) | Priest | Chief/Elder Priest | 14 | Must have served in the role as Temple or Tribal Priest; must have trained a successor before being promoted by a council of Chief/Elder Priest or by the High Priest | Sanctioned use of Tier 6 Powers; +1 new power; +1 Advantage on Faith rolls; +3 to cast with Faith powers; Benediction (passive); authority over multiple tribes or temples | Must have served in the role as Temple or Tribal Priest • must have trained a successor before being promoted by a council of Chief/Elder Priest or by the High Priest |
• Sanctioned use of Tier 6 Powers • +1 new power • +1 Advantage on Faith rolls • +3 to cast with Faith powers • Benediction (passive) • authority over multiple tribes or temples |
Order(Priesthood) | Priest | High Priest | 16 | When current High Priest dies the Chief/Elder Priest named as successor assumes the title; if not applicable other Priests vote and or compete for the title | Sanctioned use of Tier 7 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; preside over the entire Priesthood and all its temples and/or Tribes | When current High Priest dies the Chief/Elder Priest named as successor assumes the title • if not applicable other Priests vote and or compete for the title |
• Sanctioned use of Tier 7 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • preside over the entire Priesthood and all its temples and/or Tribes |
Order(Religious) | Priest | Brother/Sister | 1 | profess unrelenting belief in a known/accepted Faith witnessed by a deacon or higher | Sanctioned use of Tier 1 Powers; +1 Advantage on Faith rolls; +1 new power; +1 to cast with Faith powers; granted a free Sacred Text (small item) for your chosen Faith | profess unrelenting belief in a known/accepted Faith witnessed by a deacon or higher | • Sanctioned use of Tier 1 Powers • +1 Advantage on Faith rolls • +1 new power • +1 to cast with Faith powers • granted a free Sacred Text (small item) for your chosen Faith |
Order(Religious) | Priest | Lector | 3 | give at least one public reading of the sacred text at a ceremony or service witnessed by a deacon or higher | Sanctioned use of Tier 2 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; Lay on Hands (passive); must publicly read from the Sacred text whenever called upon | give at least one public reading of the sacred text at a ceremony or service witnessed by a deacon or higher | • Sanctioned use of Tier 2 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • Lay on Hands (passive) • must publicly read from the Sacred text whenever called upon |
Order(Religious) | Priest | Deacon | 5 | faithfully serve your particular religious order under the witness of an under priest or higher; may be given minor task to complete as a final test of your faithfulness | Sanctioned use of Tier 3 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | faithfully serve your particular religious order under the witness of an under priest or higher • may be given minor task to complete as a final test of your faithfulness |
• Sanctioned use of Tier 3 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Religious) | Priest | Under Priest | 7 | ordination ceremony after serving directly under your Parish Priest; completing a minor quest or errand | Sanctioned use of Tier 4 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; MUST assist a Parish Priest and often given responsibility over Chapels in small villages and hamlets, or local palaces/castles | ordination ceremony after serving directly under your Parish Priest • completing a minor quest or errand |
• Sanctioned use of Tier 4 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • MUST assist a Parish Priest and often given responsibility over Chapels in small villages and hamlets, or local palaces/castles |
Order(Religious) | Priest | Parish Priest | 11 | sponsored promotion by your bishop or higher after faithfully caring for a chapel; complete a quest or errand of some significance | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; Rousing Sermon (passive); +1 Academic Secondary Skill Point; MUST preside over a Religious Parish (typically a small region of villages or a single town) with their seat of power located at a Parish Church | sponsored promotion by your bishop or higher after faithfully caring for a chapel • complete a quest or errand of some significance |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • Rousing Sermon (passive) • +1 Academic Secondary Skill Point • MUST preside over a Religious Parish (typically a small region of villages or a single town) with their seat of power located at a Parish Church |
Order(Religious) | Priest | Bishop | 14 | sponsored promotion by your arch bishop or appointed by Patriarch after faithfully serving in a local parish; must include at least one instance of defending or guiding your Parish through a significant threat or crisis | Sanctioned use of Tier 6 Powers; +1 new power; +1 Advantage on Faith rolls; +3 to cast with Faith powers; Benediction (passive); MUST preside over a Religious Diocese (typically a county or city) with their seat of power located at a Cathedral; Gain a ‘Bishops Ring’ or other such religious symbol of office | sponsored promotion by your arch bishop or appointed by Patriarch after faithfully serving in a local parish • must include at least one instance of defending or guiding your Parish through a significant threat or crisis |
• Sanctioned use of Tier 6 Powers • +1 new power • +1 Advantage on Faith rolls • +3 to cast with Faith powers • Benediction (passive) • MUST preside over a Religious Diocese (typically a county or city) with their seat of power located at a Cathedral • Gain a ‘Bishops Ring’ or other such religious symbol of office |
Order(Religious) | Priest | Arch Bishop/Cardinal | 16 | appointed by the Patriarch after faithfully serving in a Religious Diocese; must include at least one instance of defending or guiding your Diocese through a significant threat or crisis | Sanctioned use of Tier 7 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; MUST preside over a Religious Arch-Diocese (typically a state, province, or very large city) with their seat of power located at a Grand Cathedral or Basilica; if no Patriarch exists then they preside over the entire religious order as well | appointed by the Patriarch after faithfully serving in a Religious Diocese • must include at least one instance of defending or guiding your Diocese through a significant threat or crisis |
• Sanctioned use of Tier 7 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • MUST preside over a Religious Arch-Diocese (typically a state, province, or very large city) with their seat of power located at a Grand Cathedral or Basilica • if no Patriarch exists then they preside over the entire religious order as well |
Order(Religious) | Priest | Patriarch/Matriarch | 18 | when current Patriarch dies a Cardinal or Arch Bishop steps into the position; if more than 1 Cardinal or Arch Bishop exists, then voted by council of Council of their peers; some Faiths exclude this rank/title or hand its authority over to a Sovereign Ruler | +1 new power; +2 to cast with Faith powers; MUST preside over an entire religious order (often with authority extending over Priests Paladins, and Monks) with their seat f power located at a Basilica; veto over all matters of the order; Gain the ‘Staff of the Patriarch’ or other such religious symbol of office | when current Patriarch dies a Cardinal or Arch Bishop steps into the position • if more than 1 Cardinal or Arch Bishop exists, then voted by council of Council of their peers • some Faiths exclude this rank/title or hand its authority over to a Sovereign Ruler |
• +1 new power • +2 to cast with Faith powers • MUST preside over an entire religious order (often with authority extending over Priests Paladins, and Monks) with their seat f power located at a Basilica • veto over all matters of the order • Gain the ‘Staff of the Patriarch’ or other such religious symbol of office |
Order(Cult) | Priest | Supplicant | 1 | Renounce or refuse to submit to the authority and hierarchy of an established religious order or priesthood; instead pursue inclusion in a cult | Sanctioned use of Tier 1 Powers; +1 new power; +1 Advantage on Faith rolls; +1 to cast with Faith powers; granted a free Sacred Text (small item) for your chosen Faith | Renounce or refuse to submit to the authority and hierarchy of an established religious order or priesthood • instead pursue inclusion in a cult |
• Sanctioned use of Tier 1 Powers • +1 new power • +1 Advantage on Faith rolls • +1 to cast with Faith powers • granted a free Sacred Text (small item) for your chosen Faith |
Order(Cult) | Priest | Follower | 3 | Demonstrate your choice to follow the persona and/or incarnate of your particular cult in a very outwards and public manner witnessed by others from the same cult | Sanctioned use of Tier 2 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; Fanatical Beliefs (passive) | Demonstrate your choice to follow the persona and/or incarnate of your particular cult in a very outwards and public manner witnessed by others from the same cult | • Sanctioned use of Tier 2 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • Fanatical Beliefs (passive) |
Order(Cult) | Priest | Ritualist | 5 | Be invited to actively participate in a cult ritual (not just as an observer) | Sanctioned use of Tier 3 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | Be invited to actively participate in a cult ritual (not just as an observer) | • Sanctioned use of Tier 3 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Cult) | Priest | Adherent | 7 | Demonstrate your adherence to a particular aspect or principle of the established dogma of your cult, in a very outwards and public manner witnessed by others from the same cult | Sanctioned use of Tier 4 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | Demonstrate your adherence to a particular aspect or principle of the established dogma of your cult, in a very outwards and public manner witnessed by others from the same cult | • Sanctioned use of Tier 4 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Cult) | Priest | Devotee | 11 | Pledge undying devotion to a Persona and/or Incarnate of your cult; convince 5 or more others to follow them | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; Rousing Sermon (passive); +1 Artistic Secondary Skill Point | Pledge undying devotion to a Persona and/or Incarnate of your cult • convince 5 or more others to follow them |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • Rousing Sermon (passive) • +1 Artistic Secondary Skill Point |
Order(Cult) | Priest | Persona | 14 | Create your own cult or be elevated to the position of Persona; have at least 1 Devotee and 30+ Followers | Sanctioned use of Tier 6 Powers; +1 new power; +1 Advantage on Faith rolls; +3 to cast with Faith powers; Benediction (passive); may create your own cult | Create your own cult or be elevated to the position of Persona • have at least 1 Devotee and 30+ Followers |
• Sanctioned use of Tier 6 Powers • +1 new power • +1 Advantage on Faith rolls • +3 to cast with Faith powers • Benediction (passive) • may create your own cult |
Order(Cult) | Priest | Incarnate | 16 | Have at least 1 Devotee and 100+ Followers | Sanctioned use of Tier 7 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; may create your own cult | Have at least 1 Devotee and 100+ Followers | • Sanctioned use of Tier 7 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • may create your own cult |
Outlaw | Priest | Apostate | n/a | Renounce or refuse to submit to the authority and hierarchy of an established religious order, priesthood, or cult; But still follow a known faith and adhere to its basic orthodoxy, doctrine, or creed (no mixing of powers) | With the exception of positions of governance, retain any other title rewards gained prior to becoming an Apostate; may be pursued by your former Order or Priesthood in an attempt to convince (or force) you to rejoin | Renounce or refuse to submit to the authority and hierarchy of an established religious order, priesthood, or cult • But still follow a known faith and adhere to its basic orthodoxy, doctrine, or creed (no mixing of powers) |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming an Apostate • may be pursued by your former Order or Priesthood in an attempt to convince (or force) you to rejoin |
Outlaw | Priest | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Outlaw | Priest | Witch/Warlock | 1-20 | Follow a Faith Path of your own making; usually including forbidden and/or mixing of powers; can be completely independent or may join a Coven of like minded individuals | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock; forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters | Follow a Faith Path of your own making • usually including forbidden and/or mixing of powers • can be completely independent or may join a Coven of like minded individuals |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock • forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters |
Renown | Pit-Fighter | Living Legend | 17 | recognition by 50000+ fans; must have fought in 36+ staged combats (non-lethal) or won 12+ pit-fights (lethal); must have beaten 5+ champions & at least 1 Pit Master; one or more tale of your legendary exploits must be in circulation | +3 Focus Skill Points; +5 Fury Max; +1% Melee Crit; Legendary Action (passive) | recognition by 50000+ fans • must have fought in 36+ staged combats (non-lethal) or won 12+ pit-fights (lethal) • must have beaten 5+ champions & at least 1 Pit Master • one or more tale of your legendary exploits must be in circulation |
• +3 Focus Skill Points • +5 Fury Max • +1% Melee Crit • Legendary Action (passive) |
Guild | Assassin | Assassing Adept | 13 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 5 Powers; +1 Advantage on Stealth tests; +1% melee crit; 30% guild cut | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 5 Powers • +1 Advantage on Stealth tests • +1% melee crit • 30% guild cut |
Guild | Ranger | Ranger Captain | 13 | pass a guild test guild; member job quota met; all guilds have at least one Ranger Captain (typically one per 10-20 members) | +3 Vigor max; +1 Advantage on Stealth tests; +1% ranged crit; field commander of guild forces | pass a guild test guild • member job quota met • all guilds have at least one Ranger Captain (typically one per 10-20 members) |
• +3 Vigor max • +1 Advantage on Stealth tests • +1% ranged crit • field commander of guild forces |
Guild | Thief | Artisan | 13 | pass a guild test (typically required to steal a high profile item or artifact, often guarded by magical wards and enchantments); guild member fee up to date | +2 Stealth skill pts; +2 hit (choice of melee or ranged) | pass a guild test (typically required to steal a high profile item or artifact, often guarded by magical wards and enchantments) • guild member fee up to date |
• +2 Stealth skill pts • +2 hit (choice of melee or ranged) |
Outlaw | Pit-Fighter | Rudarius | 1-20 | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation; won freedom through distinguished performance, completion of a contract, or as a prize for winning a particular fight | Retain any title rewards gained prior to becoming Rudarius; No longer forced to fight in arenas, fighting pits, etc…; If applicable, no longer required to live in a communal training house such as a Ludus; typically granted a Rudis (token of your freedom) | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation • won freedom through distinguished performance, completion of a contract, or as a prize for winning a particular fight |
• Retain any title rewards gained prior to becoming Rudarius • No longer forced to fight in arenas, fighting pits, etc… • If applicable, no longer required to live in a communal training house such as a Ludus • typically granted a Rudis (token of your freedom) |
Outlaw | Ranger | Freelancer | n/a | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training; With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | • Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training • With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer |
Outlaw | Pit-Fighter | Fugitivus | 1-20 | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation; escaped, rebelled against or otherwise broke the laws and/or contracts binding you to Fight for others amusement | Retain any title rewards gained prior to becoming Fugitivus; become the master of your own fate but relentlessly hunte; if recaptured, will be branded as Fugitivus and likely put to death | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation • escaped, rebelled against or otherwise broke the laws and/or contracts binding you to Fight for others amusement |
• Retain any title rewards gained prior to becoming Fugitivus • become the master of your own fate but relentlessly hunte • if recaptured, will be branded as Fugitivus and likely put to death |
Rite | Runeweaver | Fox | 2 | Rite of the Fox: demonstrate the wisdom of the fox | Tier 1 Runic Tattoos becomes active; +2 Melee Hit; +1 Melee Damage | Rite of the Fox: demonstrate the wisdom of the fox | • Tier 1 Runic Tattoos becomes active • +2 Melee Hit • +1 Melee Damage |
Rite | Runeweaver | Eagle | 4 | Rite of the Eagle: demonstrate the perception of the eagle | Tier 2 Runic Tattoos becomes active; +2 Melee Hit; Deep Meditation (passive) | Rite of the Eagle: demonstrate the perception of the eagle | • Tier 2 Runic Tattoos becomes active • +2 Melee Hit • Deep Meditation (passive) |
Rite | Runeweaver | Boar | 7 | Rite of the Boar: demonstrate stamina of the boar | Tier 3 Runic Tattoos becomes active; +2 Melee Hit; +1 Finesse Secondary Skill Point; | Rite of the Boar: demonstrate stamina of the boar | • Tier 3 Runic Tattoos becomes active • +2 Melee Hit • +1 Finesse Secondary Skill Point • |
Rite | Runeweaver | Bear | 11 | Rite of the Bear: demonstrate strength of the bear | Tier 4 Runic Tattoo becomes active; +2 Melee Hit; Rhythms of Magic (passive) | Rite of the Bear: demonstrate strength of the bear | • Tier 4 Runic Tattoo becomes active • +2 Melee Hit • Rhythms of Magic (passive) |
Rite | Runeweaver | Tiger | 14 | Rite of the Tiger: demonstrate agility of the tiger | Tier 5 Runic Tattoos becomes active; +2 Focus Skill Points; +2 Melee Hit | Rite of the Tiger: demonstrate agility of the tiger | • Tier 5 Runic Tattoos becomes active • +2 Focus Skill Points • +2 Melee Hit |
Rite | Runeweaver | Griffon | 17 | Rite of the Griffon: demonstrate resolve of the griffon | Tier 6 Runic Tattoos becomes active; +3 Focus Skill Points | Rite of the Griffon: demonstrate resolve of the griffon | • Tier 6 Runic Tattoos becomes active • +3 Focus Skill Points |
Rite | Runeweaver | Dragon | 19 | Rite of the Dragon: demonstrate intellect of the dragon | Tier 7 Runic Tattoos becomes active | Rite of the Dragon: demonstrate intellect of the dragon | • Tier 7 Runic Tattoos becomes active |
Outlaw | Runeweaver | Serpent | 1-20 | The Forbidden Rite of the Serpent:; replace all existing Root Tattoos with a single Root Tattoo that is attuned to all Schools of Spirit Powers; deceive the spirits of ALL Rites using charm, or impress the Great Serpent with your powers of deception | Gain Sanctioned use of Tiers at the minimum level requirement for non-outlawed titles; retain any other title rewards gained prior to becoming a Serpent; Mage Wardens will hunt you down and attempt to permanently sever your Root Tattoo | The Forbidden Rite of the Serpent: • replace all existing Root Tattoos with a single Root Tattoo that is attuned to all Schools of Spirit Powers • deceive the spirits of ALL Rites using charm, or impress the Great Serpent with your powers of deception |
• Gain Sanctioned use of Tiers at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Serpent • Mage Wardens will hunt you down and attempt to permanently sever your Root Tattoo |
Order | Samurai | Wakai Bushi | 1 | Pledge yourself to the Samurai's (Core) Code: Bushido “honor or death” | Gain Core Code: Bushido; Salute (passive) | Pledge yourself to the Samurai's (Core) Code: Bushido “honor or death” | • Gain Core Code: Bushido • Salute (passive) |
Order | Samurai | Bushi | 3 | Entrance into the order of the Samurai; must swear to serve and obey the Shogun (or other equivalent leader) and your superiors; Pledge yourself to a Minor Code of your choice (or as specified by your Order or Shogun/Daimyo); | Gain 1st Minor Code; +3 melee hit; +1 Combat Specialist Secondary Skill Point | Entrance into the order of the Samurai • must swear to serve and obey the Shogun (or other equivalent leader) and your superiors • Pledge yourself to a Minor Code of your choice (or as specified by your Order or Shogun/Daimyo) • |
• Gain 1st Minor Code • +3 melee hit • +1 Combat Specialist Secondary Skill Point |
Order | Samurai | Gokenin | 6 | Must complete a task in the name of the Shogun or one of the Daimyo | +3 melee hit; +1 Martial Secondary Skill Point | Must complete a task in the name of the Shogun or one of the Daimyo | • +3 melee hit • +1 Martial Secondary Skill Point |
Order | Samurai | Hatamoto | 9 | Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order or Shogun/Daimyo); Must pass a combat test staged by the order; Must agree to carry the Banner of your Shogun affixed to your armor | Gain a Great Code or 2nd Minor Code; +3 melee hit; Bannerman (passive); may command a small force of other Samurai | Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order or Shogun/Daimyo) • Must pass a combat test staged by the order • Must agree to carry the Banner of your Shogun affixed to your armor |
• Gain a Great Code or 2nd Minor Code • +3 melee hit • Bannerman (passive) • may command a small force of other Samurai |
Order | Samurai | Jito | 12 | Must prove yourself worthy to govern a household/estate/town | +3 melee hit; governance of a houshold/estate/town; may command household forces and/or town guard (may or may not include other Samurai) | Must prove yourself worthy to govern a household/estate/town | • +3 melee hit • governance of a houshold/estate/town • may command household forces and/or town guard (may or may not include other Samurai) |
Order | Samurai | Shugo | 15 | Must prove yourself worthy to govern a city/county | +2 Focus Skill points; governance of a city/county may command city guard (may or may not include other Samurai) | Must prove yourself worthy to govern a city/county | • +2 Focus Skill points • governance of a city/county may command city guard (may or may not include other Samurai) |
Order | Samurai | Daimyo | 18 | Must prove yourself worthy to govern a region/province or Samurai Order; Pledge yourself to a Minor Code of your choice (or as specified by your Shogun); | Gain 2nd or 3rd Minor Code; +3 Focus Skill points; typically leader of an entire order of Samuari, but must still obey the will of the Shogun; governance of a region/province field command of the all Samurai Order forces | Must prove yourself worthy to govern a region/province or Samurai Order • Pledge yourself to a Minor Code of your choice (or as specified by your Shogun) • |
• Gain 2nd or 3rd Minor Code • +3 Focus Skill points • typically leader of an entire order of Samuari, but must still obey the will of the Shogun • governance of a region/province field command of the all Samurai Order forces |
Order | Samurai | Shogun | 19 | Appointed as successor by the previous Shogun; OR challenge and defeat the current Shogun; OR battle against other Daimyo’s upon the Shogun’s death | +3 melee hit; typically the head of mutiple orders of Samurai, complete authority; often also act as Head of State; any Samurai Orders led by warring Daimyo are honor-bound to set aside their conflict and unite under a single Samurai Order led by a Shogun | Appointed as successor by the previous Shogun • OR challenge and defeat the current Shogun • OR battle against other Daimyo’s upon the Shogun’s death |
• +3 melee hit • typically the head of mutiple orders of Samurai, complete authority • often also act as Head of State • any Samurai Orders led by warring Daimyo are honor-bound to set aside their conflict and unite under a single Samurai Order led by a Shogun |
Outlaw | Samurai | Ronin | 1-20 | Having never sworn an Oath to a specific Shogun and/or Samurai Order; must still uphold the Oaths, Virtues, and Codes that would be typical for their class | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command and governance rewards, retain any other title rewards gained prior to becoming a Ronin; Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order; Can not own land | Having never sworn an Oath to a specific Shogun and/or Samurai Order • must still uphold the Oaths, Virtues, and Codes that would be typical for their class |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command and governance rewards, retain any other title rewards gained prior to becoming a Ronin • Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order • Can not own land |
Rite | Shaman | Spirit Walker | 2 | Rite of the Spirit Walker: select 1 type of Elemental or Primal (natural) spirit to “walk” with | Tier 1 Powers with chosen School of Magic; +1 to cast with Spirit powers; Survival Instincts (passive) | Rite of the Spirit Walker: select 1 type of Elemental or Primal (natural) spirit to “walk” with | • Tier 1 Powers with chosen School of Magic • +1 to cast with Spirit powers • Survival Instincts (passive) |
Rite | Shaman | Spirit Drummer | 4 | Rite of the Spirit Drummer: demonstrate the ability to tame the fury of the spirits within | Tier 2 Powers of the same School of Magic; +2 to cast with Spirit powers; Gain Elemental or Primal Drumming (unique Shaman Sanctioned use of Tier2 Spirit Power) | Rite of the Spirit Drummer: demonstrate the ability to tame the fury of the spirits within | • Tier 2 Powers of the same School of Magic • +2 to cast with Spirit powers • Gain Elemental or Primal Drumming (unique Shaman Sanctioned use of Tier2 Spirit Power) |
Rite | Shaman | Spirit Speaker | 7 | Rite of the Spirit Speaker: demonstrate the ability to converse with the spirits in the Elemental Tongue | May “walk” with up to two types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T3 with 1 School or T2/T1 split with 2 Schools); Overall still counts as a T3 Caster; +2 to cast with Spirit powers; +1 Survival Secondary Skill Point | Rite of the Spirit Speaker: demonstrate the ability to converse with the spirits in the Elemental Tongue | • May “walk” with up to two types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T3 with 1 School or T2/T1 split with 2 Schools) • Overall still counts as a T3 Caster • +2 to cast with Spirit powers • +1 Survival Secondary Skill Point |
Rite | Shaman | Tribal Shaman | 10 | Rite of the Tribal Shaman: ceremonial passing of mantle from one tribal Shaman to another | May “walk” with up to two types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T4, T3/T1, T2/T2); Overall still counts as a T4 Caster; +2 to cast with Spirit powers; Tribal Power (passive) | Rite of the Tribal Shaman: ceremonial passing of mantle from one tribal Shaman to another | • May “walk” with up to two types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T4, T3/T1, T2/T2) • Overall still counts as a T4 Caster • +2 to cast with Spirit powers • Tribal Power (passive) |
Rite | Shaman | Elder Shaman | 15 | Rite of the Elder Shaman: must demonstrate ability to lead and guide other Tribal Shaman | May “walk” with up to three types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T5, T4/T1, T3/T2, T3/T1/T1); Overall still counts as a T5 Caster; +3 Fury Max; +2 to cast with Spirit powers | Rite of the Elder Shaman: must demonstrate ability to lead and guide other Tribal Shaman | • May “walk” with up to three types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T5, T4/T1, T3/T2, T3/T1/T1) • Overall still counts as a T5 Caster • +3 Fury Max • +2 to cast with Spirit powers |
Rite | Shaman | Seer | 17 | Rite of the Seer: must demonstrate that you can see the immediate will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do | May “walk” with up to three types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T6, T5/T1, T4/T2, T3/T3, T4/T1/T1, T3/T2/T1); Overall still counts as a T6 Caster; +5 Fury Max; +1 to cast with Spirit powers; Can see into Elemental and Natural Realms of Origin | Rite of the Seer: must demonstrate that you can see the immediate will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do | • May “walk” with up to three types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T6, T5/T1, T4/T2, T3/T3, T4/T1/T1, T3/T2/T1) • Overall still counts as a T6 Caster • +5 Fury Max • +1 to cast with Spirit powers • Can see into Elemental and Natural Realms of Origin |
Rite | Shaman | Farseer | 19 | Rite of the Farseer: must demonstrate that you can see the long term will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do; Must have only ever focused on a Single School of magic | +1 Tier of Powers to a single School of Magic (i.e. T7, T6/T1, T5/T2, T4/T3, T4/T2/T1, T3/T3/T1); Overall still counts as a T7 Caster; high risk of becoming so engrossed in the will of the Elements as to dissociate with mortal life | Rite of the Farseer: must demonstrate that you can see the long term will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do • Must have only ever focused on a Single School of magic |
• +1 Tier of Powers to a single School of Magic (i.e. T7, T6/T1, T5/T2, T4/T3, T4/T2/T1, T3/T3/T1) • Overall still counts as a T7 Caster • high risk of becoming so engrossed in the will of the Elements as to dissociate with mortal life |
Outlaw | Shaman | Untamed | 1-20 | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer; remain aligned with a single type of Elemental or Natural Spirits | Retain any other title rewards gained prior to becoming Untamed; Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer • remain aligned with a single type of Elemental or Natural Spirits |
• Retain any other title rewards gained prior to becoming Untamed • Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers |
Outlaw | Shaman | Dervish | 1-20 | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer; do not align with any one type of Elemental or Natural Spirits | Retain any other title rewards gained prior to becoming a Dervish; may learn powers from any Elemental or Natural School of Powers however Elemental spirits will not willing grant their powers to a dervish and must be defeated first; will be relentlessly hunted by the Mage Wardens; Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer • do not align with any one type of Elemental or Natural Spirits |
• Retain any other title rewards gained prior to becoming a Dervish • may learn powers from any Elemental or Natural School of Powers however Elemental spirits will not willing grant their powers to a dervish and must be defeated first • will be relentlessly hunted by the Mage Wardens • Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers |
Outlaw | Samurai | Oathbroken | 1-20 | Disobey the will of a Shogun or Daimyo; And/or breaking the Oaths that bind you to a Shogun, Daimyo, and/or Samurai Order | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order; With the exception of command rewards and governance rewards, retain any other title rewards gained prior to becoming Oathbroken; Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order; Do not need to obey the will of a Shogun or Daimyo; May no longer use Honor Oaths; Can not own land or govern others | Disobey the will of a Shogun or Daimyo • And/or breaking the Oaths that bind you to a Shogun, Daimyo, and/or Samurai Order |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order • With the exception of command rewards and governance rewards, retain any other title rewards gained prior to becoming Oathbroken • Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order • Do not need to obey the will of a Shogun or Daimyo • May no longer use Honor Oaths • Can not own land or govern others |
Order | Shaolin | Sectarian | 2 | profess belief and interest in a known Monastic Faith and lifestyle; witnessed by house master or higher | Sanctioned use of Tier 1 Powers Sacred Text; +2 Melee Hit; +1 Melee Damage; Deep Meditation (passive) | profess belief and interest in a known Monastic Faith and lifestyle • witnessed by house master or higher |
• Sanctioned use of Tier 1 Powers Sacred Text • +2 Melee Hit • +1 Melee Damage • Deep Meditation (passive) |
Order | Shaolin | Servitor | 4 | agree to voluntary service & training at a Shaolin monastery; must still live outside of the monastic community | Sanctioned use of Tier 2 Powers; +2 Melee Hit; +1 Focus Skill Point | agree to voluntary service & training at a Shaolin monastery • must still live outside of the monastic community |
• Sanctioned use of Tier 2 Powers • +2 Melee Hit • +1 Focus Skill Point |
Order | Shaolin | Monastic | 7 | must move into a communal house within a Shaolin monastery | Sanctioned use of Tier 3 Powers; +2 Melee Hit; +1 Academic Secondary Skill Point; +1 Focus Skill Point | must move into a communal house within a Shaolin monastery | • Sanctioned use of Tier 3 Powers • +2 Melee Hit • +1 Academic Secondary Skill Point • +1 Focus Skill Point |
Order | Shaolin | House Master | 10 | must be promoted by the Revered Master; must govern a communal house within a Shaolin Monastery | Sanctioned use of Tier 4 Powers; +2 Melee Hit; Harness Chi (passive); +1 Focus Skill Point; Authority over a Communal House of Shaolin | must be promoted by the Revered Master • must govern a communal house within a Shaolin Monastery |
• Sanctioned use of Tier 4 Powers • +2 Melee Hit • Harness Chi (passive) • +1 Focus Skill Point • Authority over a Communal House of Shaolin |
Order | Shaolin | Revered Master | 13 | must be appointed by the previous Revered Master; must preside over services within a Shaolin Monastery | Sanctioned use of Tier 5 Powers; +2 Melee Hit; +1 Focus Skill Point; Authority over a Shaolin Monastery | must be appointed by the previous Revered Master • must preside over services within a Shaolin Monastery |
• Sanctioned use of Tier 5 Powers • +2 Melee Hit • +1 Focus Skill Point • Authority over a Shaolin Monastery |
Order | Shaolin | Transcendent Master | 17 | appoint a new Revered Master to replace you; dedicate the remainder of your life to meditation | Sanctioned use of Tier 6 Powers; +1 Focus Skill Point; must spend the majority of you life in meditation only breaking from it when specifically instructed to by the power(s) you serve | appoint a new Revered Master to replace you • dedicate the remainder of your life to meditation |
• Sanctioned use of Tier 6 Powers • +1 Focus Skill Point • must spend the majority of you life in meditation only breaking from it when specifically instructed to by the power(s) you serve |
Outlaw | Shaolin | Wanderer | 1-20 | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading their faith among the people); still adhering to orthodoxy, doctrine or creed of a particular Monastic Order | Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles; retain any other title rewards gained prior to becoming a Wanderer; in some cases retain partial allegiance and/or support of a Monastic Order | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading their faith among the people) • still adhering to orthodoxy, doctrine or creed of a particular Monastic Order |
• Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Wanderer • in some cases retain partial allegiance and/or support of a Monastic Order |
Outlaw | Shaolin | Hermit | 1-20 | Not part of a Monastic Order, either by choice, ignorance, or having been cast out; still intentionally practicing a particular Faith Path in absence of community | Retain any other title rewards gained prior to becoming a Hermit; +1 Survival Secondary Skill Point; must live in isolation | Not part of a Monastic Order, either by choice, ignorance, or having been cast out • still intentionally practicing a particular Faith Path in absence of community |
• Retain any other title rewards gained prior to becoming a Hermit • +1 Survival Secondary Skill Point • must live in isolation |
Outlaw | Shaolin | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Renown | Soldier | Sell Sword | 3 | recognition by 5+ people; must have fought a battle in exchange for payment of some kind | Free Weapon Training of your choice; +1 Weapon Specialist Skill Point | recognition by 5+ people • must have fought a battle in exchange for payment of some kind |
• Free Weapon Training of your choice • +1 Weapon Specialist Skill Point |
Renown | Soldier | Sworn Sword | 6 | recognition by 50+ people; Friendly reputation with a military organization of some kind; must have sworn your services to a cause, organization, or employer and seen the mission or campaign through to completion | Pick: +3 Melee hit OR +3 Ranged hit; +1 Martial Secondary Skill Point | recognition by 50+ people • Friendly reputation with a military organization of some kind • must have sworn your services to a cause, organization, or employer and seen the mission or campaign through to completion |
• Pick: +3 Melee hit OR +3 Ranged hit • +1 Martial Secondary Skill Point |
Renown | Soldier | Champion | 9 | recognition by 500+ people; Honored reputation with a military organization of some kind; must have successfully championed a cause of some kind or acting as someones champion | Pick: +1 Melee Damage OR +1 Ranged Damage; Challenge (passive) | recognition by 500+ people • Honored reputation with a military organization of some kind • must have successfully championed a cause of some kind or acting as someones champion |
• Pick: +1 Melee Damage OR +1 Ranged Damage • Challenge (passive) |
Renown | Soldier | Commander | 13 | recognition by 5000+ people; Revered reputation with a military organization of some kind; must have taken or been given command over a significant force, leading it to multiple victories | +5 max Vigor; Pick: +1% Melee Crit OR +1% Ranged Crit; +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training | recognition by 5000+ people • Revered reputation with a military organization of some kind • must have taken or been given command over a significant force, leading it to multiple victories |
• +5 max Vigor • Pick: +1% Melee Crit OR +1% Ranged Crit • +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training |
Renown | Soldier | Living Legend | 17 | recognition by 50000+ people; Revered reputation with a military organization of some kind; one or more tale of your legendary exploits must be in circulation | +10 max Vigor; Pick: +1 Melee Damage OR +1 Ranged Damage; Legendary Action (passive) | recognition by 50000+ people • Revered reputation with a military organization of some kind • one or more tale of your legendary exploits must be in circulation |
• +10 max Vigor • Pick: +1 Melee Damage OR +1 Ranged Damage • Legendary Action (passive) |
Army | Soldier | Private | 1 | Enlist (or be conscripted) into a standing army or mercenary force | pay and/or provisions and/or training by a military organization | Enlist (or be conscripted) into a standing army or mercenary force | • command a Squadron of up to 10 infantry |
Army | Soldier | Corporal | 3 | promoted by captain or higher | provisional command of a squadron if a sergeant is unavailable | promoted by captain or higher | • provisional command of a squadron if a sergeant is unavailable |
Army | Soldier | Sergeant | 5 | promoted by captain or higher | command a Squadron of up to 10 infantry | promoted by captain or higher | • command a Squadron of up to 10 infantry |
Army | Soldier | Leuitenant | 7 | promoted by captain or higher | command a Company of up to 10 infantry and 5 Sergeants | promoted by captain or higher | • command a Company of up to 10 infantry and 5 Sergeants |
Army | Soldier | Captain | 9 | promoted by colonel or higher | command a Battalion of up to 200 infantry, 4 Leuitenants and 20 Sergeants | promoted by colonel or higher | • command a Battalion of up to 200 infantry, 4 Leuitenants and 20 Sergeants |
Army | Soldier | Colonel | 11 | promoted by commander or higher | command a Regiment of up to 1000 infantry, 5 Captains, 20 Leuitenants and 100 Sergeants | promoted by commander or higher | • command a Regiment of up to 1000 infantry, 5 Captains, 20 Leuitenants and 100 Sergeants |
Army | Soldier | Commander | 13 | promoted by general or higher | command a Division of up to 5000 infantry, 5 Colonels, 25 Captains, 100 Leuitenants and 500 Sergeants | promoted by general or higher | • command a Division of up to 5000 infantry, 5 Colonels, 25 Captains, 100 Leuitenants and 500 Sergeants |
Army | Soldier | General | 15 | promoted by field marshal or higher (if no field marshal exists then appointed by previous general or leige-lord) | command of an entire army (1 or more divisions) | promoted by field marshal or higher (if no field marshal exists then appointed by previous general or leige-lord) | • command of an entire army (1 or more divisions) |
Army | Soldier | Field Marshal | 17 | promoted by a retiring field marshal appointed by other generals if previous field marshal is slain | command of all armies within a nation or military organization | promoted by a retiring field marshal appointed by other generals if previous field marshal is slain | • command of all armies within a nation or military organization |
Renown | Swashbuckler | Scoundrel | 1 | Pledge yourself to the Swashbuckler's (Core) Code: The Scoundrels Code; | Gain Core Code: Scoundrel's Code | Pledge yourself to the Swashbuckler's (Core) Code: The Scoundrels Code • |
• Gain Core Code: Scoundrel's Code |
Renown | Swashbuckler | Trickster | 3 | Pledge yourself to a Minor Code of your choice; recognition by 5+ people; must have taken someone’s money through trickery (picking pockets doesn’t count) | Gain 1st Minor Code; Lawless (passive); +1 Artistic Secondary Skill Point | Pledge yourself to a Minor Code of your choice • recognition by 5+ people • must have taken someone’s money through trickery (picking pockets doesn’t count) |
• Gain 1st Minor Code • Lawless (passive) • +1 Artistic Secondary Skill Point |
Renown | Swashbuckler | Braggart | 6 | recognition by 50+ people; Friendly common reputation; Unfriendly reputation with some kind of law based organization (i.e. City Guard); must have boasted or bragged of your fighting prowess to the point of someone either getting annoyed with you and challenging you to a duel or questioning your honor resulting in you challenging them to a duel (it doesn’t matter if you win or lose) | +3 Melee & Ranged Hit; +1 Combat Specialist Secondary Skill Point | recognition by 50+ people • Friendly common reputation • Unfriendly reputation with some kind of law based organization (i.e. City Guard) • must have boasted or bragged of your fighting prowess to the point of someone either getting annoyed with you and challenging you to a duel or questioning your honor resulting in you challenging them to a duel (it doesn’t matter if you win or lose) |
• +3 Melee & Ranged Hit • +1 Combat Specialist Secondary Skill Point |
Renown | Swashbuckler | Desperado | 9 | Pledge yourself to a Great Code (or 2nd Minor code) of your choice; recognition by 500+ people; Honored common reputation; Hostile reputation with some kind of law based organization (i.e. City Guard); must have won a duel against a high profile agent of the law (preferably one that is corrupt) or otherwise evaded the law in a grandiose manner | Gain a Great Code or 2nd Minor Code; Funeral Dirge (passive) | Pledge yourself to a Great Code (or 2nd Minor code) of your choice • recognition by 500+ people • Honored common reputation • Hostile reputation with some kind of law based organization (i.e. City Guard) • must have won a duel against a high profile agent of the law (preferably one that is corrupt) or otherwise evaded the law in a grandiose manner |
• Gain a Great Code or 2nd Minor Code • Funeral Dirge (passive) |
Renown | Swashbuckler | Notorious Blade | 13 | recognition by 5000+ people; Revered/Hated common rep; must have bested all other known duelists in the area | +1 Advantage on Stealth Rolls; Legendary Action (passive); Refusing ANY duel results in an immediate lose of honor | recognition by 5000+ people • Revered/Hated common rep • must have bested all other known duelists in the area |
• +1 Advantage on Stealth Rolls • Legendary Action (passive) • Refusing ANY duel results in an immediate lose of honor |
Renown | Swashbuckler | Prince of Thieves | 17 | Pledge yourself to a Minor Code of your choice; recognition by 50000+ people; Revered common reputation; Hated reputation with some kind of law based organization (i.e. City Guard); must have defeated someone with the Prince of Thieves title in a duel, or have self proclaimed the title, or have had a group of people give you the title | Gain 2nd Minor Code; will likely have to defend your title on a regular basis (by dueling to the death with any one who challenges) | Pledge yourself to a Minor Code of your choice • recognition by 50000+ people • Revered common reputation • Hated reputation with some kind of law based organization (i.e. City Guard) • must have defeated someone with the Prince of Thieves title in a duel, or have self proclaimed the title, or have had a group of people give you the title |
• Gain 2nd Minor Code • will likely have to defend your title on a regular basis (by dueling to the death with any one who challenges) |
Guild | Ranger | Ranger General | 16 | manage and maintain a Rangers Guild of varying size (20+ members); guild member job quota met; can be only one Ranger General per guild | +5 Vigor max; +1% ranged crit; supreme command of guild forces, including access to all its resources and funds | manage and maintain a Rangers Guild of varying size (20+ members) • guild member job quota met • can be only one Ranger General per guild |
• +5 Vigor max • +1% ranged crit • supreme command of guild forces, including access to all its resources and funds |
Guild | Thief | Legendary | 16 | tales of your high profile thefts are told throughout the land, everyone knows about you, yet no one really knows who you are | +1 Advantage on Stealth tests; +2 Stealth skill pts; +2 hit (choice of melee or ranged); likely to have impostors posing as you for their own gain | tales of your high profile thefts are told throughout the land, everyone knows about you, yet no one really knows who you are | • +1 Advantage on Stealth tests • +2 Stealth skill pts • +2 hit (choice of melee or ranged) • likely to have impostors posing as you for their own gain |
Guild | Assassin | Deaths Hand | 17 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 6 Powers; +1 ranged crit; 5% guild cut | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 6 Powers • +1 ranged crit • 5% guild cut |
Outlaw | Shaolin | Witch/Warlock | 1-20 | Follow a Faith Path of your own making; usually including forbidden and/or mixing of powers; can be completely independent or may join a Coven of like minded individuals | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock; forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters | Follow a Faith Path of your own making • usually including forbidden and/or mixing of powers • can be completely independent or may join a Coven of like minded individuals |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock • forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters |
Guild | Assassin | Guild Master | n/a | Guild Master is in addition to the above listed titles; must be at least a Silent Blade of higher; manage and maintain an Assassin’s Guild of varying size (10+ members); must defend title against anyone desiring to replace you | supreme command of guild, including access to all its resources and funds | Guild Master is in addition to the above listed titles • must be at least a Silent Blade of higher • manage and maintain an Assassin’s Guild of varying size (10+ members) • must defend title against anyone desiring to replace you |
• supreme command of guild, including access to all its resources and funds |
Guild | Thief | Guild Master | n/a | Guild Master title is in addition to the above listed titles; must be at least a Master Thief or higher; must manage and maintain a Thieves Guild of varying size (15+ members); must defend title against anyone desiring to replace you | supreme command of guild, including access to all its resources and funds | Guild Master title is in addition to the above listed titles • must be at least a Master Thief or higher • must manage and maintain a Thieves Guild of varying size (15+ members) • must defend title against anyone desiring to replace you |
• supreme command of guild, including access to all its resources and funds |
Outlaw | Thief | Freelancer | n/a | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training; With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | • Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training • With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer |
Renown | Vigilante | Street Tough | 1 | Pledge yourself to the Vigilante's (Core) Code: Street Justice; | Gain Core Code: Street Justice | Pledge yourself to the Vigilante's (Core) Code: Street Justice • |
• Gain Core Code: Street Justice |
Renown | Vigilante | Avenger | 3 | Pledge yourself to a Minor Code of your choice; recognition by 5+ people; must have broken a significant local law while attempting to seek justice | Gain 1st Minor Code; Lawless (passive) | Pledge yourself to a Minor Code of your choice • recognition by 5+ people • must have broken a significant local law while attempting to seek justice |
• Gain 1st Minor Code • Lawless (passive) |
Renown | Vigilante | Unlikely Hero | 6 | recognition by 50+ people; Friendly common reputation; Unfriendly reputation with some kind of law based organization (i.e. City Guard); must have completed at least a mission/quest/adventure resulted in someone referring to you as their ‘Hero’ | +2 Melee Hit; Heroism (Passive); +1 Martial Secondary Skill | recognition by 50+ people • Friendly common reputation • Unfriendly reputation with some kind of law based organization (i.e. City Guard) • must have completed at least a mission/quest/adventure resulted in someone referring to you as their ‘Hero’ |
• +2 Melee Hit • Heroism (Passive) • +1 Martial Secondary Skill |
Renown | Vigilante | Peoples Champion | 9 | Pledge yourself to a Great Code (or 2nd Minor code) of your choice; recognition by 500+ people; Honored common reputation; Hostile reputation with some kind of law based organization (i.e. City Guard); must have successfully championed a cause of the common people in the face of oppression or corruption | Gain a Great Code or 2nd Minor Code; +2 Melee Hit; +1 Melee Dam; Challenge (passive) | Pledge yourself to a Great Code (or 2nd Minor code) of your choice • recognition by 500+ people • Honored common reputation • Hostile reputation with some kind of law based organization (i.e. City Guard) • must have successfully championed a cause of the common people in the face of oppression or corruption |
• Gain a Great Code or 2nd Minor Code • +2 Melee Hit • +1 Melee Dam • Challenge (passive) |
Renown | Vigilante | Vindicator | 13 | recognition by 5000+ people; Revered common reputation; Hated reputation with some kind of law based organization (i.e. City Guard); must have avenged, reclaimed, cleared the name, or stood up for, someone or something, in the face of heavy opposition | +3 Max Fury; +3 Melee Hit; +1 Melee Dam | recognition by 5000+ people • Revered common reputation • Hated reputation with some kind of law based organization (i.e. City Guard) • must have avenged, reclaimed, cleared the name, or stood up for, someone or something, in the face of heavy opposition |
• +3 Max Fury • +3 Melee Hit • +1 Melee Dam |
Renown | Vigilante | Living Legend | 17 | Pledge yourself to a Minor Code of your choice; recognition by 50000+ people; Revered common rep; Hated reputation with some kind of law based organization (i.e. City Guard); one or more tale of your legendary exploits must be in circulation | Gain 2nd or 3rd Minor Code; +5 Max Fury; +1 Melee Dam; Legendary Action (passive | Pledge yourself to a Minor Code of your choice • recognition by 50000+ people • Revered common rep • Hated reputation with some kind of law based organization (i.e. City Guard) • one or more tale of your legendary exploits must be in circulation |
• Gain 2nd or 3rd Minor Code • +5 Max Fury • +1 Melee Dam • Legendary Action (passive |
Renown | Warrior | Combatant | 3 | recognition of fighting prowess by 5+ people; must have fought and won against a worthy opponent in single combat | +1 Specialist Secondary Skill Point | recognition of fighting prowess by 5+ people • must have fought and won against a worthy opponent in single combat |
• +1 Specialist Secondary Skill Point |
Renown | Warrior | Unlikely Hero | 6 | recognition of fighting prowess by 50+ people; Friendly or Unfriendly common reputation; must have completed at least one mission, quest or adventure that resulted in someone referring to you as a ‘Hero’ | Pick: +3 Melee hit OR +3 Ranged hit; Heroism (passive) | recognition of fighting prowess by 50+ people • Friendly or Unfriendly common reputation • must have completed at least one mission, quest or adventure that resulted in someone referring to you as a ‘Hero’ |
• Pick: +3 Melee hit OR +3 Ranged hit • Heroism (passive) |
Renown | Warrior | Champion | 9 | recognition of fighting prowess by 500+ people; Honored or Hostile common reputation; must have successfully championed a cause of some kind or acted as someones ‘Champion’ | Pick: +1 Melee Damage OR +1 Ranged Damage; Challenge (passive) | recognition of fighting prowess by 500+ people • Honored or Hostile common reputation • must have successfully championed a cause of some kind or acted as someones ‘Champion’ |
• Pick: +1 Melee Damage OR +1 Ranged Damage • Challenge (passive) |
Renown | Warrior | Warlord | 13 | recognition of fighting prowess by 5000+ fighting men and/or women; Revered or Hated common reputation; must have lead an army of some kind in a succession of victories, while fighting in the front lines | +3 Vigor Max; +3 Fury Max; Pick: +1% Melee Crit OR +1% Ranged Crit; +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training | recognition of fighting prowess by 5000+ fighting men and/or women • Revered or Hated common reputation • must have lead an army of some kind in a succession of victories, while fighting in the front lines |
• +3 Vigor Max • +3 Fury Max • Pick: +1% Melee Crit OR +1% Ranged Crit • +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training |
Renown | Warrior | Conqueror | 17 | recognition of fighting prowess by 50000+ fighting men and/or women; Revered or Hated common reputation; must have conquered something of note or toppled a well known institution or power | +5 Vigor Max; +5 Fury Max; Pick: +1 Melee Damage OR +1 Ranged Damage; Legendary Action (passive) | recognition of fighting prowess by 50000+ fighting men and/or women • Revered or Hated common reputation • must have conquered something of note or toppled a well known institution or power |
• +5 Vigor Max • +5 Fury Max • Pick: +1 Melee Damage OR +1 Ranged Damage • Legendary Action (passive) |
Renown | Marksman | Crackshot | 1 | select Marksman as your Class Passive | Gain 1 free Weapon Training of your choice, from the following list of options: Bows, Crossbows, or Firearms; Additional Class Passive effect | select Marksman as your Class Passive | • Gain 1 free Weapon Training of your choice, from the following list of options: Bows, Crossbows, or Firearms • Additional Class Passive effect |
Renown | Marksman | Crowd Pleaser | 3 | recognition by 5+ people; must have received a standing ovation by crowd of people after completing a challenging shot | +1 to Focus Dice pool; +3 Ranged Hit; +1 Secondary Skill point in a ranged Weapon Specialization of your choice OR Showmanship (passive); +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 5+ people • must have received a standing ovation by crowd of people after completing a challenging shot |
• +1 to Focus Dice pool • +3 Ranged Hit • +1 Secondary Skill point in a ranged Weapon Specialization of your choice OR Showmanship (passive) • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Trick Shooter | 6 | recognition by 50+ people; Friendly or Unfriendly common reputation; must have successfully hit a target while in a precarious or otherwise bizarre situation/position | +1 to Focus Dice pool; +3 Ranged Hit; +1 Secondary Skill point in either: Sharp Shooter, Skirmisher, or Peltast Combat Specializations; +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 50+ people • Friendly or Unfriendly common reputation • must have successfully hit a target while in a precarious or otherwise bizarre situation/position |
• +1 to Focus Dice pool • +3 Ranged Hit • +1 Secondary Skill point in either: Sharp Shooter, Skirmisher, or Peltast Combat Specializations • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Professional | 9 | recognition by 500+ people; Honored or Hostile common reputation; must have been hired as a professional Marksman to either train troops or complete a significant Marksman related task | +1 to Focus Dice pool; +3 Ranged Hit; Thrill Seeker (passive); +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 500+ people • Honored or Hostile common reputation • must have been hired as a professional Marksman to either train troops or complete a significant Marksman related task |
• +1 to Focus Dice pool • +3 Ranged Hit • Thrill Seeker (passive) • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Sniper | 13 | recognition by 5000+ people; Revered or Hated common reputation; must have scored a critical hit on a target at 40+ inches of tabletop range once during your career | +3 Ranged Hit; Deadeye (passive); +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 5000+ people • Revered or Hated common reputation • must have scored a critical hit on a target at 40+ inches of tabletop range once during your career |
• +3 Ranged Hit • Deadeye (passive) • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Living Legend | 17 | recognition by 50000+ people; Revered or Hated common reputation; one or more tale of your legendary exploits must be in circulation | +3 Ranged Hit; +1 Focus (Ranged) Skill Point; Additional Class Passive effect; Legendary Action (passive) | recognition by 50000+ people • Revered or Hated common reputation • one or more tale of your legendary exploits must be in circulation |
• +3 Ranged Hit • +1 Focus (Ranged) Skill Point • Additional Class Passive effect • Legendary Action (passive) |
Renown | Weapon Master | Prodigy | 1 | select either one fo the following for your class passive:; Swordmaster; Hammerer; Axe Fiend; Reaper | Gain 1 free Weapon Training of your choice, based on the Class Passive you chose: Swords (2H), Bludgeons (2H), Axes (2H), or Polearms; Additional Class Passive effect | select either one fo the following for your class passive: • Swordmaster • Hammerer • Axe Fiend • Reaper |
• Gain 1 free Weapon Training of your choice, based on the Class Passive you chose: Swords (2H), Bludgeons (2H), Axes (2H), or Polearms • Additional Class Passive effect |
Renown | Weapon Master | Aspirant | 3 | recognition by at least 1 other Weapon Master of the same path; must have dueled another Weapon Master of the same type (don’t necessarily have to have won) | +3 Melee Hit; +1 Secondary Skill point in a melee Weapon Specialization of your choice OR Showmanship (passive); +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 1 other Weapon Master of the same path • must have dueled another Weapon Master of the same type (don’t necessarily have to have won) |
• +3 Melee Hit • +1 Secondary Skill point in a melee Weapon Specialization of your choice OR Showmanship (passive) • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Battle Master | 6 | recognition by at least 3 other Weapon Masters of the same path; Friendly or Unfriendly common reputation; must have successfully proven your mastery with your weapon of choice in a large battle (more than 20 foes) | +3 Melee Hit; +1 Secondary Skill point in either: Duelist, Great Weapon, Paired Weapon, or FreeStyle Combat Specializations; +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 3 other Weapon Masters of the same path • Friendly or Unfriendly common reputation • must have successfully proven your mastery with your weapon of choice in a large battle (more than 20 foes) |
• +3 Melee Hit • +1 Secondary Skill point in either: Duelist, Great Weapon, Paired Weapon, or FreeStyle Combat Specializations • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Virtuoso | 9 | recognition by at least 6 other Weapon Masters of the same path; Honored or Hostile common reputation; must have been hired as a professional weapon master to either train troops or complete a significant weapon master related task | +3 Melee Hit; +1 Melee Damage; Thrill Seeker (passive); +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 6 other Weapon Masters of the same path • Honored or Hostile common reputation • must have been hired as a professional weapon master to either train troops or complete a significant weapon master related task |
• +3 Melee Hit • +1 Melee Damage • Thrill Seeker (passive) • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Head-Taker | 13 | recognition by at least 10 other Weapon Masters of the same path; Revered or Hated common reputation; must have decapitated (killed) a target of at least Threat 10 or higher in a single round (in fair combat) once during your career | +3 Melee Hit; Trophy Kill (passive); +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 10 other Weapon Masters of the same path • Revered or Hated common reputation • must have decapitated (killed) a target of at least Threat 10 or higher in a single round (in fair combat) once during your career |
• +3 Melee Hit • Trophy Kill (passive) • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Living Legend | 17 | recognition by at least 15 other Weapon Masters of the same path; Revered or Hated common reputation; one or more tale of your legendary exploits must be in circulation | +3 Melee Hit; +1 Melee Damage; +1 Focus (Armed) Skill Point; Additional Class Passive effect; Legendary Action (passive) | recognition by at least 15 other Weapon Masters of the same path • Revered or Hated common reputation • one or more tale of your legendary exploits must be in circulation |
• +3 Melee Hit • +1 Melee Damage • +1 Focus (Armed) Skill Point • Additional Class Passive effect • Legendary Action (passive) |
College | Wizard | Apprentice | 1 | find a Magus/Magi or higher to sponsor you; Pledge yourself to the (Core) Code of Wizardry: Spiritual Truths; join the outer ring of a College of Wizardry; Swear an Oath to your College of Wizardry | Sanctioned use of Tier 1 Powers; Gain Core Code: Spiritual Truths; +1 to cast with Spirit Powers; Spirit Echo (passive); Access to the outer ring of a College of Wizardry | find a Magus/Magi or higher to sponsor you • Pledge yourself to the (Core) Code of Wizardry: Spiritual Truths • join the outer ring of a College of Wizardry • Swear an Oath to your College of Wizardry |
• Sanctioned use of Tier 1 Powers • Gain Core Code: Spiritual Truths • +1 to cast with Spirit Powers • Spirit Echo (passive) • Access to the outer ring of a College of Wizardry |
College | Wizard | Honored Apprentice | 3 | Join a particular Order within your College of Wizardry; Pledge yourself to a Minor Code of your choice (or as specified by your Order); find a Magus/Magi or higher to sponsor you; Swear an Oath to your Order within College of Wizardry | Sanctioned use of Tier 2 Powers; Gain 1st Minor Code; +1 to cast with Spirit Powers; Access to the inner ring of a College of Wizardry | Join a particular Order within your College of Wizardry • Pledge yourself to a Minor Code of your choice (or as specified by your Order) • find a Magus/Magi or higher to sponsor you • Swear an Oath to your Order within College of Wizardry |
• Sanctioned use of Tier 2 Powers • Gain 1st Minor Code • +1 to cast with Spirit Powers • Access to the inner ring of a College of Wizardry |
College | Wizard | Savant | 6 | find a Grand Magus/Magi or higher to sponsor you and serve them as a ward; alternately could be a ward for other such persons of influence (i.e. noble house, royalty, etc…) | Sanctioned use of Tier 3 Powers; +2 to cast with Spirit powers; +1 Academic Secondary Skill Point | find a Grand Magus/Magi or higher to sponsor you and serve them as a ward • alternately could be a ward for other such persons of influence (i.e. noble house, royalty, etc…) |
• Sanctioned use of Tier 3 Powers • +2 to cast with Spirit powers • +1 Academic Secondary Skill Point |
College | Wizard | Magus/Magi | 9 | find an Istari or higher to sponsor you; Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order); pass a wizard test | Sanctioned use of Tier 4 Powers; Gain a Great Code or 2nd Minor Code; +3 to cast with Spirit powers; Volatile Magic (passive); may have a personal apprentice; often serve a person or household of influence outside of a College of Wizardry | find an Istari or higher to sponsor you • Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order) • pass a wizard test |
• Sanctioned use of Tier 4 Powers • Gain a Great Code or 2nd Minor Code • +3 to cast with Spirit powers • Volatile Magic (passive) • may have a personal apprentice • often serve a person or household of influence outside of a College of Wizardry |
College | Wizard | Grand Magus/Magi | 13 | find an Istari or higher to sponsor you; pass a wizard test; must have served a person or household of influence | Sanctioned use of Tier 5 Powers; +3 to cast with Spirit powers; may have a personal apprentice and/or a Savant as a ward; may teach at a College of Wizardry; often also serve a person or household of great influence outside of a College of Wizardry | find an Istari or higher to sponsor you • pass a wizard test • must have served a person or household of influence |
• Sanctioned use of Tier 5 Powers • +3 to cast with Spirit powers • may have a personal apprentice and/or a Savant as a ward • may teach at a College of Wizardry • often also serve a person or household of great influence outside of a College of Wizardry |
College | Wizard | Istari | 16 | appointed by a council of Istari or the Wizard Lord; Pledge yourself to a Minor Code of your choice (or as specified by your Order); must pass a wizard test; must have spent time teaching at a College of Wizardry | Sanctioned use of Tier 6 Powers; Gain 2nd or 3rd Minor Code; +3 to cast with Spirit powers; may have a personal apprentice and/or a Savant as a ward; may oversee a College of Wizardry, though not required to if they are pledged to service of some great cause | appointed by a council of Istari or the Wizard Lord • Pledge yourself to a Minor Code of your choice (or as specified by your Order) • must pass a wizard test • must have spent time teaching at a College of Wizardry |
• Sanctioned use of Tier 6 Powers • Gain 2nd or 3rd Minor Code • +3 to cast with Spirit powers • may have a personal apprentice and/or a Savant as a ward • may oversee a College of Wizardry, though not required to if they are pledged to service of some great cause |
College | Wizard | Wizard Lord | 18 | must be given the title by an existing Wizard Lord of your order, resulting in their death; only one per order (school of spirit powers) | Sanctioned use of Tier 7 Powers; +2 to cast with Spirit powers; head of an Order of Wizards may have a personal apprentice and/or a Savant as a ward; may appoint Istari; may oversee several Colleges of wizardry | must be given the title by an existing Wizard Lord of your order, resulting in their death • only one per order (school of spirit powers) |
• Sanctioned use of Tier 7 Powers • +2 to cast with Spirit powers • head of an Order of Wizards may have a personal apprentice and/or a Savant as a ward • may appoint Istari • may oversee several Colleges of wizardry |
Outlaw | Wizard | Hedge Wizard | 1-20 | Having never sworn Oaths to a College of Wizardry or pledged themselves to the service of creation through their Order; Upholding the Oaths, Virtues, and Codes that would be typical for their class such as following a single School of Spirit Powers | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards; | Having never sworn Oaths to a College of Wizardry or pledged themselves to the service of creation through their Order • Upholding the Oaths, Virtues, and Codes that would be typical for their class such as following a single School of Spirit Powers |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards • |
Outlaw | Wizard | Oathbroken | 1-20 | Intentionally leaving the authority of the Colleges of Wizardry; breaking of the Oaths that bind you to them (or vice versa); most often by using powers forbidden by your Order and/or learning powers from multiple schools of spirit powers | Gain Codes at the minimum level requirement for non-outlawed titles; with the exception of command/authority rewards, retain any other title rewards gained prior to becoming Oathbroken; Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards; may learn powers from any School of Spirit Powers; can no longer use Honor Oaths; will be relentlessly hunted by the Mage Wardens | Intentionally leaving the authority of the Colleges of Wizardry • breaking of the Oaths that bind you to them (or vice versa) • most often by using powers forbidden by your Order and/or learning powers from multiple schools of spirit powers |
• Gain Codes at the minimum level requirement for non-outlawed titles • with the exception of command/authority rewards, retain any other title rewards gained prior to becoming Oathbroken • Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards • may learn powers from any School of Spirit Powers • can no longer use Honor Oaths • will be relentlessly hunted by the Mage Wardens |
Renown | Zealot | Believer | 1 | profess unrelenting belief in a Known/Accepted Faith witnessed by a T4 or higher Faith class belonging to the same Faith | Sacred Text (typically gifted by whomever led them to believe) | profess unrelenting belief in a Known/Accepted Faith witnessed by a T4 or higher Faith class belonging to the same Faith | • Sacred Text (typically gifted by whomever led them to believe) |
Renown | Zealot | Fanatic | 3 | feared/respected by 5+ people; must have broken a local law of some kind in the name of your beliefs | +2 to cast with Faith powers; Fanatical Beliefs (passive) | feared/respected by 5+ people • must have broken a local law of some kind in the name of your beliefs |
• +2 to cast with Faith powers • Fanatical Beliefs (passive) |
Renown | Zealot | Witch Hunter | 6 | feared/respected by 50+ people; Friendly or Unfriendly common reputation; Friendly or Unfriendly reputation with a religious Order of some kind; must have successfully hunted at least one Outlawed Faith class (i.e. Witch/Warlock, Heretic, Witch Doctor, Oathbroken, etc…) | +2 to cast with Faith powers; Lawless (passive); +1 Bounty Hunter Secondary Skill Point | feared/respected by 50+ people • Friendly or Unfriendly common reputation • Friendly or Unfriendly reputation with a religious Order of some kind • must have successfully hunted at least one Outlawed Faith class (i.e. Witch/Warlock, Heretic, Witch Doctor, Oathbroken, etc…) |
• +2 to cast with Faith powers • Lawless (passive) • +1 Bounty Hunter Secondary Skill Point |
Renown | Zealot | Confessor | 10 | feared/respected by 500+ people; Honored or Hostile common reputation; Honored or Hostile reputation with a religious Order of some kind; must have retrieved at least three unwilling confession | +2 to cast with Faith powers; Final Absolution (passive) | feared/respected by 500+ people • Honored or Hostile common reputation • Honored or Hostile reputation with a religious Order of some kind • must have retrieved at least three unwilling confession |
• +2 to cast with Faith powers • Final Absolution (passive) |
Renown | Zealot | Inquisitor | 13 | feared/respected by 5000+ people; Revered or Hated common reputation; Revered or Hated reputation with a religious Order of some kind; must have participated in an inquisition | +3 Fury Max; +2 to cast with Faith powers | feared/respected by 5000+ people • Revered or Hated common reputation • Revered or Hated reputation with a religious Order of some kind • must have participated in an inquisition |
• +3 Fury Max • +2 to cast with Faith powers |
Renown | Zealot | Grand Inquisitor | 17 | feared/respected by 50000+ people; Revered or Hated common reputation; Arch Nemesis or Unity reputation with a religious Order of some kind | +5 Fury Max; +2 to cast with Faith powers; can organize and lead large scale inquisitions | feared/respected by 50000+ people • Revered or Hated common reputation • Arch Nemesis or Unity reputation with a religious Order of some kind |
• +5 Fury Max • +2 to cast with Faith powers • can organize and lead large scale inquisitions |
Outlaw | Zealot | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Outlaw Titles
Serpent
Among Runeweavers there is a forbidden Rite, shrouded in mystery and spoken of only in whispers. It is said that the Rite of the Serpent allows a Runeweaver to access every school of spiritual powers with a singular root tattoo. Anyone choosing to mark themselves with this forbidden root tattoo are forever identified as the Serpent. While Runeweavers circumvent the traditional laws of Spiritual Powers by Tattooing a separate root tattoo for each school of magic, which they must then be attuned to, those who follow the Rite of the Serpent ignore this procedure. By using a singular root tattoo that allows access to all Schools of Magic a Serpent Runeweaver has no need to use Spiritual Attunement. However misunderstood Runeweaver practices may be among the Mage Colleges, one thing is clear; The Serpent breaks the most fundamental laws of Magic and the Mage Wardens have no choice but to intervene and attempt to sever the Serpents root tattoo, thereby rendering them powerless.
Goverance | Class | Title | Level | Qualifications (RAW) | Rewards (RAW) | Qualifications | Rewards |
---|---|---|---|---|---|---|---|
Guild | Assassin | Recruit | 2 | Must have accepted payment to kill someone; Will almost always be approached to join a guild during or upon completion of first kill, they want their cut, refusal is not a good idea | Sanctioned use of Tier 1 Powers; must give guild 80% cut of any payment; access to guild resources, trainers, clients, contacts, spy network, and library of Guild Spirit books | Must have accepted payment to kill someone • Will almost always be approached to join a guild during or upon completion of first kill, they want their cut, refusal is not a good idea |
• Sanctioned use of Tier 1 Powers • must give guild 80% cut of any payment • access to guild resources, trainers, clients, contacts, spy network, and library of Guild Spirit books |
College | Martial Artist | Student | 1 | Be admitted to a dojo or martial arts college; pay membership fees | +2 Melee Hit; +1 Focus Skill Points; Deep Meditation (passive); all training costs included in membership | Be admitted to a dojo or martial arts college • pay membership fees |
• +2 Melee Hit • +1 Focus Skill Points • Deep Meditation (passive) • all training costs included in membership |
Guild | Ranger | Pathfinder | 3 | recruitment into a Rangers Guild; pass a guild test guild; member job quota met | Survival Instincts (passive); +1 Bushcraft Secondary Skill Point; access to guild resources, trainers, and job postings | recruitment into a Rangers Guild • pass a guild test guild • member job quota met |
• Survival Instincts (passive) • +1 Bushcraft Secondary Skill Point • access to guild resources, trainers, and job postings |
Guild | Assassin | Night Stalker | 4 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 2 Powers; 75% guild cut; Sneaky (passive) | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 2 Powers • 75% guild cut • Sneaky (passive) |
Guild | Thief | Novice | 4 | recruitment into a Thieves Guild; must pass a guild test (typically requires pick pocketing a large sum of money over time or a single item of value ina one-time heist); guild member fee up to date | +2 Stealth skill pts; +2 Hit (choice of melee or ranged); Sneaky (passive); access to guild services, shops and trainers | recruitment into a Thieves Guild • must pass a guild test (typically requires pick pocketing a large sum of money over time or a single item of value ina one-time heist) • guild member fee up to date |
• +2 Stealth skill pts • +2 Hit (choice of melee or ranged) • Sneaky (passive) • access to guild services, shops and trainers |
College | Martial Artist | First Degree | 3 | pass the First belt test (usually testing a particular fighting style); pay membership fees | +2 Melee Hit; +1 Focus Skill Points; +1 Combat Specialist Skill Point | pass the First belt test (usually testing a particular fighting style) • pay membership fees |
• +2 Melee Hit • +1 Focus Skill Points • +1 Combat Specialist Skill Point |
Guild | Ranger | Waywatcher | 5 | pass a guild test guild; member job quota met | Sneaky (passive); +1 Survival Secondary Skill Point | pass a guild test guild • member job quota met |
• Sneaky (passive) • +1 Survival Secondary Skill Point |
Outlaw | Assassin | Spell Thief | 1-20 | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | With the exception of guild resources, retain any other title rewards gained prior to becoming a Spell Thief; No access to Guild Spirit Books, therefore cannot learn new powers in the same way as other Assassins; Instead gain Steal Power (Sanctioned use of Tier0 Spirit Power) which replaces Memorize Power; Mage Wardens and Assassins may be competing for your head | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | • With the exception of guild resources, retain any other title rewards gained prior to becoming a Spell Thief • No access to Guild Spirit Books, therefore cannot learn new powers in the same way as other Assassins • Instead gain Steal Power (Sanctioned use of Tier0 Spirit Power) which replaces Memorize Power • Mage Wardens and Assassins may be competing for your head |
Renown | Barbarian | Combatant | 3 | recognition of fighting prowess by 5+ fighting men and/or women; must have fought and won against a worthy opponent in single combat | +3 Melee Hit; +1 Weapon Specialist Skill Point | recognition of fighting prowess by 5+ fighting men and/or women • must have fought and won against a worthy opponent in single combat |
• +3 Melee Hit • +1 Weapon Specialist Skill Point |
Renown | Barbarian | Battle-born | 6 | recognition of fighting prowess by 50+ fighting men and/or women; Friendly or Unfriendly common reputation; must have fought and won against at least four worthy opponents simultaneously without any assistance | +1 Melee Damage; Heroism (passive); +1 Brute Secondary Skill Point | recognition of fighting prowess by 50+ fighting men and/or women • Friendly or Unfriendly common reputation • must have fought and won against at least four worthy opponents simultaneously without any assistance |
• +1 Melee Damage • Heroism (passive) • +1 Brute Secondary Skill Point |
Renown | Barbarian | Slayer | 9 | recognition of fighting prowess by 500+ fighting men and/or women; Honored or Hostile common reputation; must have fought and won against a larger and/or much more powerful opponent in single combat | +3% Melee Crit; Thrill Seeker (passive) | recognition of fighting prowess by 500+ fighting men and/or women • Honored or Hostile common reputation • must have fought and won against a larger and/or much more powerful opponent in single combat |
• +3% Melee Crit • Thrill Seeker (passive) |
Renown | Barbarian | Warlord | 13 | recognition of fighting prowess by 5000+ fighting men and/or women; Revered or Hated common reputation; must have lead an army of some kind in a succession of victories, while fighting in the front lines | +5 Max Fury; +1 Melee Damage; +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training | recognition of fighting prowess by 5000+ fighting men and/or women • Revered or Hated common reputation • must have lead an army of some kind in a succession of victories, while fighting in the front lines |
• +5 Max Fury • +1 Melee Damage • +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training |
Renown | Barbarian | Conqueror | 17 | recognition of fighting prowess by 50000+ fighting men and/or women; Revered or Hated common reputation; must have conquered something of note or toppled a well known institution or power | +10 Max Fury; +1 Melee damage; Legendary Action (passive) | recognition of fighting prowess by 50000+ fighting men and/or women • Revered or Hated common reputation • must have conquered something of note or toppled a well known institution or power |
• +10 Max Fury • +1 Melee damage • Legendary Action (passive) |
College | Battlemage | Apprentice | 2 | find an undermage or higher to sponsor you | Sanctioned use of Tier 1 Powers; Spirit Echo (passive) | find an undermage or higher to sponsor you | • Sanctioned use of Tier 1 Powers • Spirit Echo (passive) |
College | Battlemage | Spellsword | 4 | find a master mage or higher and an instructor to sponsor you; join a particular college/school of magic | Sanctioned use of Tier 2 Powers; +1 to cast with Spirit powers; +1% melee crit; free Weapon Training of your choice; often commissioned to act as body guards for high profile mages | find a master mage or higher and an instructor to sponsor you • join a particular college/school of magic |
• Sanctioned use of Tier 2 Powers • +1 to cast with Spirit powers • +1% melee crit • free Weapon Training of your choice • often commissioned to act as body guards for high profile mages |
College | Battlemage | Warmage | 7 | find a head master or higher and an instructor to sponsor you; pass a battlemage test | Sanctioned use of Tier 3 Powers; +1 to cast with Spirit powers; +1 Martial Secondary Skill Point; college will often hire you out as a sort of artillery piece in pitched battles | find a head master or higher and an instructor to sponsor you • pass a battlemage test |
• Sanctioned use of Tier 3 Powers • +1 to cast with Spirit powers • +1 Martial Secondary Skill Point • college will often hire you out as a sort of artillery piece in pitched battles |
College | Battlemage | Mage Warden | 11 | find a head master or higher and an Instructor or High Curator to sponsor you; pass a battlemage test | Sanctioned use of Tier 4 Powers; +2 to cast with Spirit powers; +1 % melee crit; Nullify Magic (passive); regularly responsible for hunting anyone suspected of breaking the Laws of Magic | find a head master or higher and an Instructor or High Curator to sponsor you • pass a battlemage test |
• Sanctioned use of Tier 4 Powers • +2 to cast with Spirit powers • +1 % melee crit • Nullify Magic (passive) • regularly responsible for hunting anyone suspected of breaking the Laws of Magic |
College | Battlemage | Chief Warden | 15 | a Mage warden that is promoted to a command position by the High Curator; must still pass a battlemage test though often it is waived in lieu of field experience; mutually exclusive with Instructor Title | Sanctioned use of Tier 5 Powers; +3 Vigor max; answer directly to the High Curator; usually commands a Squadron of Mage Wardens and/or presides over a Mage Prison | a Mage warden that is promoted to a command position by the High Curator • must still pass a battlemage test though often it is waived in lieu of field experience • mutually exclusive with Instructor Title |
• Sanctioned use of Tier 5 Powers • +3 Vigor max • answer directly to the High Curator • usually commands a Squadron of Mage Wardens and/or presides over a Mage Prison |
College | Battlemage | Instructor | 15 | appointed by council of headmasters or an Archmage; must pass a battlemage test; must teach at a college’s battlemage wing; mutually exclusive with Warden Captain Title | Sanctioned use of Tier 5 Powers; +3 Vigor max; answer to the headmaster of the college where teaching but also to own High Curator | appointed by council of headmasters or an Archmage • must pass a battlemage test • must teach at a college’s battlemage wing • mutually exclusive with Warden Captain Title |
• Sanctioned use of Tier 5 Powers • +3 Vigor max • answer to the headmaster of the college where teaching but also to own High Curator |
College | Battlemage | High Curator | 18 | defeat the High Curator associated with your college and strip them of their power; only one High Curator for each School of Spirit Powers | Sanctioned use of Tier 6 Powers; +5 Vigor max; +1 to cast with Spirit powers; supreme commander of the Mage Wardens; answers to no one, not even the Archmage | defeat the High Curator associated with your college and strip them of their power • only one High Curator for each School of Spirit Powers |
• Sanctioned use of Tier 6 Powers • +5 Vigor max • +1 to cast with Spirit powers • supreme commander of the Mage Wardens • answers to no one, not even the Archmage |
Outlaw | Battlemage | Sorcerer | n/a | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | Retain any other title rewards gained prior to becoming a Sorcerer; Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges; Will still be hunted by Mage Wardens if found to be taking on apprentices | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | • Retain any other title rewards gained prior to becoming a Sorcerer • Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges • Will still be hunted by Mage Wardens if found to be taking on apprentices |
Outlaw | Battlemage | Renegade | n/a | Rejection or ignorance of the authority of the Mage Colleges; Learning powers from multiple schools | Retain any other title rewards gained prior to becoming a Renegade; may learn powers from any School of Spirit Powers; will be relentlessly hunted by the Mage Wardens | Rejection or ignorance of the authority of the Mage Colleges • Learning powers from multiple schools |
• Retain any other title rewards gained prior to becoming a Renegade • may learn powers from any School of Spirit Powers • will be relentlessly hunted by the Mage Wardens |
Rite | Berserker | Wildbourne | 3 | Rite of the Wildbourne:' must kill a Beast with a threat rating between 2-3 (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Lesser Beasts) | +1 Fury Max; Survival Instincts (passive) | Rite of the Wildbourne:' must kill a Beast with a threat rating between 2-3 (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Lesser Beasts) | • +1 Fury Max • Survival Instincts (passive) |
Rite | Berserker | Bloodsworn | 6 | Rite of the Bloodsworn:' Must pledge yourself to a cause or a figure head signified in a ceremonial shedding of your own blood | +2 Fury Max; Bathe-in-Blood (passive); +1 Brute Secondary Skill Point | Rite of the Bloodsworn:' Must pledge yourself to a cause or a figure head signified in a ceremonial shedding of your own blood | • +2 Fury Max • Bathe-in-Blood (passive) • +1 Brute Secondary Skill Point |
Rite | Berserker | Predator | 9 | Rite of the Predator:' must kill a Beast with a threat rating between 4-5 (typically with your bare hands) eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Greater Beasts) | +3 Fury Max; +1% melee Crit; Thrill Seeker (passive) | Rite of the Predator:' must kill a Beast with a threat rating between 4-5 (typically with your bare hands) eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Greater Beasts) | • +3 Fury Max • +1% melee Crit • Thrill Seeker (passive) |
Rite | Berserker | Masochist | 13 | Rite of the Masochist:' must willingly submit yourself to be beaten near to death must suffering at least a Serious Injury | +3 Fury Max; +1% melee Crit | Rite of the Masochist:' must willingly submit yourself to be beaten near to death must suffering at least a Serious Injury | • +3 Fury Max • +1% melee Crit |
Rite | Berserker | Apex Predator | 17 | Rite of the Apex Predator:' must kill a Beast with a threat rating of 6 or higher (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Superior Beasts) | +4 Fury Max; +1 Advantage on Stealth tests; +1% melee Crit; | Rite of the Apex Predator:' must kill a Beast with a threat rating of 6 or higher (typically with your bare hands), eat its heart and then wear its skin (See Primal Faith: Beast Calling for list of Superior Beasts) | • +4 Fury Max • +1 Advantage on Stealth tests • +1% melee Crit • |
Outlaw | Berserker | Savage | n/a | Neglect or refuse the Rite of the Bloodsworn | At level 6 gain Mindless Rage (passive); all other Title Rewards are ignored | Neglect or refuse the Rite of the Bloodsworn | • At level 6 gain Mindless Rage (passive) • all other Title Rewards are ignored |
Renown | Cleric | Believer | 1 | profess unrelenting belief in a Known/Accepted Faith; witnessed by a T4 or higher Faith class belonging to the same Faith | Sacred Text (typically gifted by whomever led them to believe) | profess unrelenting belief in a Known/Accepted Faith • witnessed by a T4 or higher Faith class belonging to the same Faith |
• Sacred Text (typically gifted by whomever led them to believe) |
Renown | Cleric | Disciple | 3 | recognition by 5+ people; must spend a significant amount of time learning about your faith from a more experienced individual | +1 to cast with Faith powers; Lay on Hands (passive) | recognition by 5+ people • must spend a significant amount of time learning about your faith from a more experienced individual |
• +1 to cast with Faith powers • Lay on Hands (passive) |
Renown | Cleric | Preacher/Minister | 6 | recognition by 50+ people; Friendly or Unfriendly common reputation; must have converted one or more people to your faith | +1 to cast with Faith powers; Rousing Sermon (passive); +1 Martial Secondary Skill Point | recognition by 50+ people • Friendly or Unfriendly common reputation • must have converted one or more people to your faith |
• +1 to cast with Faith powers • Rousing Sermon (passive) • +1 Martial Secondary Skill Point |
Renown | Cleric | Chaplain | 9 | recognition by 500+ people; Honored or Hostile common reputation; must have served or be currently serving attached to an institution or unit of some kind (i.e. a prison, government body, a military unit, a royal household, an expedition, a remote tribe/colony, etc…) | +1 to cast with Faith powers; +1% melee crit; Call of the Faithful (passive) | recognition by 500+ people • Honored or Hostile common reputation • must have served or be currently serving attached to an institution or unit of some kind (i.e. a prison, government body, a military unit, a royal household, an expedition, a remote tribe/colony, etc…) |
• +1 to cast with Faith powers • +1% melee crit • Call of the Faithful (passive) |
Renown | Cleric | Apostle | 13 | recognition by 5000+ people; Revered or Hated common reputation; must have established/installed your particular faith in a foreign land at a local level (tribe, colony, village etc…) | +3 Vigor max; +1 to cast with Faith powers | recognition by 5000+ people • Revered or Hated common reputation • must have established/installed your particular faith in a foreign land at a local level (tribe, colony, village etc…) |
• +3 Vigor max • +1 to cast with Faith powers |
Renown | Cleric | Prime Apostle | 17 | recognition by 50000+; people Revered or Hated common reputation; must have established/installed your particular faith in a foreign land at a regional level (city-state, province, etc…) | +5 Vigor max; +1 to cast with Faith powers; +1% melee crit | recognition by 50000+ • people Revered or Hated common reputation • must have established/installed your particular faith in a foreign land at a regional level (city-state, province, etc…) |
• +5 Vigor max • +1 to cast with Faith powers • +1% melee crit |
Outlaw | Cleric | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Rite | Druid | Initiate | 1 | (No Rite required) Profess unrelenting belief & faith in a particular (Druidic) religion witnessed by a Witness or higher | Sanctioned use of Tier 1 Powers; Sacred Text; Survival Instincts (passive); gain entry into a Conclave | (No Rite required) Profess unrelenting belief & faith in a particular (Druidic) religion witnessed by a Witness or higher | • Sanctioned use of Tier 1 Powers • Sacred Text • Survival Instincts (passive) • gain entry into a Conclave |
Rite | Druid | Witness | 4 | Rite of the Witness: stand in silent observation of a Druidic ritual being performed by a Conclave | Sanctioned use of Tier 2 Powers; +2 to to cast with Spirit & faith powers | Rite of the Witness: stand in silent observation of a Druidic ritual being performed by a Conclave | • Sanctioned use of Tier 2 Powers • +2 to to cast with Spirit & faith powers |
Rite | Druid | Ritualist | 7 | Rite of the Ritualist: actively participate in some aspect of a Druidic ritual performed by a Conclave | Sanctioned use of Tier 3 Powers; +2 to to cast with Spirit & faith powers; +1 Survival Secondary Skill Point | Rite of the Ritualist: actively participate in some aspect of a Druidic ritual performed by a Conclave | • Sanctioned use of Tier 3 Powers • +2 to to cast with Spirit & faith powers • +1 Survival Secondary Skill Point |
Rite | Druid | Augur | 10 | Rite of the Augur: deprived of senses and tested by the Conclave to see if they have or will develop the gift of Foresight | Sanctioned use of Tier 4 Powers; +2 to to cast with Spirit & faith powers; Foresight (passive) | Rite of the Augur: deprived of senses and tested by the Conclave to see if they have or will develop the gift of Foresight | • Sanctioned use of Tier 4 Powers • +2 to to cast with Spirit & faith powers • Foresight (passive) |
Rite | Druid | Oracle | 14 | Rite of the Oracle: deliver a prophecy that is verified by the Conclave to have come to pass; Must serve Conclave on semi-regular basis | Sanctioned use of Tier 5 Powers; +2 to to cast with Spirit & faith powers; Prophecy (passive) | Rite of the Oracle: deliver a prophecy that is verified by the Conclave to have come to pass • Must serve Conclave on semi-regular basis |
• Sanctioned use of Tier 5 Powers • +2 to to cast with Spirit & faith powers • Prophecy (passive) |
Rite | Druid | Chief Druid | 17 | Rite of the Chief Druid: undergo a sacred rite (particular to each Conclave) to test your wisdom and understanding of the Spirit world; typically only one Chief druid for a particular Conclave of druids | Sanctioned use of Tier 6 Powers; +2 to to cast with Spirit & faith powers; Leadership over an entire Conclave | Rite of the Chief Druid: undergo a sacred rite (particular to each Conclave) to test your wisdom and understanding of the Spirit world • typically only one Chief druid for a particular Conclave of druids |
• Sanctioned use of Tier 6 Powers • +2 to to cast with Spirit & faith powers • Leadership over an entire Conclave |
Rite | Druid | Arch Druid | 19 | Rite of the Arch Druid: Gain the respect and approval of multiple Druidic Conclaves (often requiring that you complete a sacred rite particular to each Conclave); Arch Druids are very rare and typically transcend allegiance to a single conclave (most conclaves won’t have one) | Sanctioned use of Tier 7 Powers; Authority transcending any one conclave | Rite of the Arch Druid: Gain the respect and approval of multiple Druidic Conclaves (often requiring that you complete a sacred rite particular to each Conclave) • Arch Druids are very rare and typically transcend allegiance to a single conclave (most conclaves won’t have one) |
• Sanctioned use of Tier 7 Powers • Authority transcending any one conclave |
Outlaw | Druid | Hermit | 1-20 | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out; still adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) | Retain any other title rewards gained prior to becoming a Hermit; +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist); must live in isolation from other Druids and usually society as a whole | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out • still adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) |
• Retain any other title rewards gained prior to becoming a Hermit • +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist) • must live in isolation from other Druids and usually society as a whole |
Outlaw | Druid | Witchdoctor | 1-20 | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out; do not adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) | Retain any other title rewards gained prior to becoming a Witchdoctor; +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist); can use any Faith or Spirit powers they choose (except for Opposing Faith Powers); will be shunned by other Druids and hunted by both Mage Wardens and Witch Hunters | Not part of a Druidic Conclave, either by choice, ignorance, or having been cast out • do not adhere to a particular Druidic Faith Path (and paired School of Spirit Powers) |
• Retain any other title rewards gained prior to becoming a Witchdoctor • +1 Survival Secondary Skill Point (unless already awarded from the Rite of the Ritualist) • can use any Faith or Spirit powers they choose (except for Opposing Faith Powers) • will be shunned by other Druids and hunted by both Mage Wardens and Witch Hunters |
Renown | Guardian | My Brothers Keeper | 1 | Pledge yourself to the Guardian’s (Core) Code: My Brother's Keeper; | Gain Core Code: My Brother's Keeper | Pledge yourself to the Guardian’s (Core) Code: My Brother's Keeper • |
• Gain Core Code: My Brother's Keeper |
Renown | Guardian | Citizen-Soldier | 3 | Pledge yourself to a Minor Code of your choice; recognition by 5+ people; must be an upstanding citizen of a particular city/region | Gain 1st Minor Code; '+1 Occupational Secondary Skill Point | Pledge yourself to a Minor Code of your choice • recognition by 5+ people • must be an upstanding citizen of a particular city/region |
• Gain 1st Minor Code • '+1 Occupational Secondary Skill Point |
Renown | Guardian | Sworn Shield | 6 | recognition by 50+ people; Friendly common reputation must have been sworn into the service of another individual as a personal bodyguard for a significant period of time | Shield Master (passive); +1 Bodyguard Secondary Skill Point | recognition by 50+ people • Friendly common reputation must have been sworn into the service of another individual as a personal bodyguard for a significant period of time |
• Shield Master (passive) • +1 Bodyguard Secondary Skill Point |
Renown | Guardian | Hoplite | 9 | Pledge yourself to a Great Code (or 2nd Minor code) of your choice; recognition by 500+ people; Honored common reputation; must have won a battle while in fighting in a close combat formation with other allies (i.e. Phalanx, Shield wall, etc… ) | Gain a Great Code or 2nd Minor Code; Shield Brace (passive) | Pledge yourself to a Great Code (or 2nd Minor code) of your choice • recognition by 500+ people • Honored common reputation • must have won a battle while in fighting in a close combat formation with other allies (i.e. Phalanx, Shield wall, etc… ) |
• Gain a Great Code or 2nd Minor Code • Shield Brace (passive) |
Renown | Guardian | Praetorian | 13 | recognition by 5000+ people; Revered common reputation; must have served or be currently serving as a bodyguard/household guard of a high profile individual | +3 Vigor Max; +3 Melee & Ranged Hit | recognition by 5000+ people • Revered common reputation • must have served or be currently serving as a bodyguard/household guard of a high profile individual |
• +3 Vigor Max • +3 Melee & Ranged Hit |
Renown | Guardian | Living Legend | 17 | Pledge yourself to a Minor Code of your choice; recognition by 50000+ people; Revered common reputation; one or more tale of your legendary exploits must be in circulation | Gain 2nd or 3rd Minor Code; +5 Vigor max; Legendary Action (passive) | Pledge yourself to a Minor Code of your choice • recognition by 50000+ people • Revered common reputation • one or more tale of your legendary exploits must be in circulation |
• Gain 2nd or 3rd Minor Code • +5 Vigor max • Legendary Action (passive) |
Order, Initial | Knight | Squire | 1 | Pledge yourself to the (Core) Code of the Knighthood: Chivalry; must be serving/training under a Knight with a rank of Foot Knight or higher (or a Hedgeknight of level 6 or higher) | Gain Core Code: Chivalry; +1 Melee Hit; +1 Code Point; Salute (passive); May join a Knightly Order | Pledge yourself to the (Core) Code of the Knighthood: Chivalry • must be serving/training under a Knight with a rank of Foot Knight or higher (or a Hedgeknight of level 6 or higher) |
• Gain Core Code: Chivalry • +1 Melee Hit • +1 Code Point • Salute (passive) • May join a Knightly Order |
Order, Initial | Knight | Armsman | 3 | Pledge yourself to a Minor Code of your choice; promoted by a higher ranking night (Minimum Knight Regular or Knight Errant); must be serving/training under a higher ranking Knight (or a Hedgeknight of level 8 or higher) | Gain 1st Minor Code; '+1 Melee Hit; +1 Code Point; Free Weapon Training of your choice; +1 Combat Specialist Skill Point | Pledge yourself to a Minor Code of your choice • promoted by a higher ranking night (Minimum Knight Regular or Knight Errant) • must be serving/training under a higher ranking Knight (or a Hedgeknight of level 8 or higher) |
• Gain 1st Minor Code • '+1 Melee Hit • +1 Code Point • Free Weapon Training of your choice • +1 Combat Specialist Skill Point |
Order, Initial | Knight | Foot Knight | 5 | complete a quest or mission, sponsored by a higher ranking Knight; Knighted by the leader of your Order/Chapter House or a Liege-lord; must take the oath(s) of your order; must be serving/training under a higher ranking Knight | +1 Melee Hit; +1 Code Point; Free Armor Training of your choice; +1 Martial Secondary Skill Point; May put Sir or Dame in front of name; may take a Squire in your service; may ride in Knightly Tournaments but not in true combat | complete a quest or mission, sponsored by a higher ranking Knight • Knighted by the leader of your Order/Chapter House or a Liege-lord • must take the oath(s) of your order • must be serving/training under a higher ranking Knight |
• +1 Melee Hit • +1 Code Point • Free Armor Training of your choice • +1 Martial Secondary Skill Point • May put Sir or Dame in front of name • may take a Squire in your service • may ride in Knightly Tournaments but not in true combat |
Order, Military | Knight | Knight Regular | 7 | Pledge yourself to a Great Code (either Leader of Men or Conquest); promoted by a commanding officer (Cavalier or Higher), typically upon successful completion of a mission or campaign; must be serving/training under a higher ranking Knight | Gain a Great Code: Leader of Men or Conquest; Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor); +1 Melee Hit; +1 Code Point; +1 Secondary Skill Point in mounted Combat; may command a Squadron of up to 10 Foot Knights (must be unmounted); may take an Armsman in your service | Pledge yourself to a Great Code (either Leader of Men or Conquest) • promoted by a commanding officer (Cavalier or Higher), typically upon successful completion of a mission or campaign • must be serving/training under a higher ranking Knight |
• Gain a Great Code: Leader of Men or Conquest • Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor) • +1 Melee Hit • +1 Code Point • +1 Secondary Skill Point in mounted Combat • may command a Squadron of up to 10 Foot Knights (must be unmounted) • may take an Armsman in your service |
Order, Military | Knight | Cavalier | 10 | promoted by a commanding officer (Knight Captain or higher), typically upon successful completion of a mission or campaign; must be serving/training under a higher ranking Knight | +2 Melee Hit; +1 Code Point; Mounted Exemplar (passive); may command a Cadre of up to 5 Knight Regulars or Company of up to 5 Squadrons of Foot Knights | promoted by a commanding officer (Knight Captain or higher), typically upon successful completion of a mission or campaign • must be serving/training under a higher ranking Knight |
• +2 Melee Hit • +1 Code Point • Mounted Exemplar (passive) • may command a Cadre of up to 5 Knight Regulars or Company of up to 5 Squadrons of Foot Knights |
Order, Military | Knight | Knight Captain | 12 | promoted by a commanding officer (Knight Templar or higher), typically upon successful completion of a mission or campaign; must be serving/training under a higher ranking Knight | +2 Melee Hit; +1 Code Point; may command an Echelon of up to 5 Cadres of Knights or Battalion of up to 4 Companies of Foot Knights | promoted by a commanding officer (Knight Templar or higher), typically upon successful completion of a mission or campaign • must be serving/training under a higher ranking Knight |
• +2 Melee Hit • +1 Code Point • may command an Echelon of up to 5 Cadres of Knights or Battalion of up to 4 Companies of Foot Knights |
Order, Military | Knight | Knight Templar | 14 | promoted by a commanding officer (Knight Marshal or higher), typically upon successful completion of a mission or campaign; must be serving/training under a Knight Marshal | +2 Melee Hit; +1 Code Point; may command a Regiment of up to 5 Echelons of Knights or 5 Battalions of Foot Knights; may run a Chapter House within a larger Knightly Order; may perform Knighting and anointing ceremonies | promoted by a commanding officer (Knight Marshal or higher), typically upon successful completion of a mission or campaign • must be serving/training under a Knight Marshal |
• +2 Melee Hit • +1 Code Point • may command a Regiment of up to 5 Echelons of Knights or 5 Battalions of Foot Knights • may run a Chapter House within a larger Knightly Order • may perform Knighting and anointing ceremonies |
Order, Military | Knight | Knight Marshal | 16 | Pledge yourself to a second Minor Code of your choice; promoted by Knightlord or Liege-lord, typically upon successful completion of a mission or campaign; serving/training under a Knightlord or Liege-Lord of some kind; usually only one unless Order is very large | Gain 2nd Minor Code; +2 Melee Hit; +1 Code Point; may command a Division of up to 5 Regiments; Right hand of the Knightlord, often acting in his/her place in the field | Pledge yourself to a second Minor Code of your choice • promoted by Knightlord or Liege-lord, typically upon successful completion of a mission or campaign • serving/training under a Knightlord or Liege-Lord of some kind • usually only one unless Order is very large |
• Gain 2nd Minor Code • +2 Melee Hit • +1 Code Point • may command a Division of up to 5 Regiments • Right hand of the Knightlord, often acting in his/her place in the field |
Order, Military | Knight | Knightlord | 18 | usually appointed by Liege-lord or previous Knightlord; previous Knightlord must be either retired or dead; can only be one Knightlord per order | +2 Melee Hit; +1 Code Point; Authority over an entire Knightly Order, total veto | usually appointed by Liege-lord or previous Knightlord • previous Knightlord must be either retired or dead • can only be one Knightlord per order |
• +2 Melee Hit • +1 Code Point • Authority over an entire Knightly Order, total veto |
Order, Questing | Knight | Knight Errant | 7 | Pledge yourself to the Sacred Quest Great Code; complete a minor quest, sponsored and/or approved by a Cavalier, Anointed Knight or other higher ranking Knight | Gain a Great Code: Sacred Quest; Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor); +1 Melee Hit; +1 Code Point; +1 Secondary Skill Point in mounted Combat; may take an Armsman in your service; released from obligations of military service to instead wander in search of a sacred or noble quest | Pledge yourself to the Sacred Quest Great Code • complete a minor quest, sponsored and/or approved by a Cavalier, Anointed Knight or other higher ranking Knight |
• Gain a Great Code: Sacred Quest • Granted the “Spurs of the Order” which signifies the right to ride in true combat (without losing honor) • +1 Melee Hit • +1 Code Point • +1 Secondary Skill Point in mounted Combat • may take an Armsman in your service • released from obligations of military service to instead wander in search of a sacred or noble quest |
Order, Questing | Knight | Anointed Knight | 10 | complete a minor quest, sponsored and/or approved by a Knight Captain, Questing Knight or other higher ranking Knight; anointed by the leader of your Order/Chapter House, a Liege-lord, or a Relic Knight/Venerable Knight/Knight of Legend | +2 Melee Hit; +1 Code Point; Anointed Virtue (passive) | complete a minor quest, sponsored and/or approved by a Knight Captain, Questing Knight or other higher ranking Knight • anointed by the leader of your Order/Chapter House, a Liege-lord, or a Relic Knight/Venerable Knight/Knight of Legend |
• +2 Melee Hit • +1 Code Point • Anointed Virtue (passive) |
Order, Questing | Knight | Questing Knight | 12 | complete a minor quest, sponsored and/or approved by a Knight Templar, Relic Knight or other higher ranking Knight; accept a major quest, sponsored and/or approved by a Knight Templar, Relic Knight or higher ranking Knight (typically this quest will run the duration of their time as Questing Knight and is most often tied to the recovery of an lost relic of significant to the Order) | +2 Melee Hit; +1 Code Point | complete a minor quest, sponsored and/or approved by a Knight Templar, Relic Knight or other higher ranking Knight • accept a major quest, sponsored and/or approved by a Knight Templar, Relic Knight or higher ranking Knight (typically this quest will run the duration of their time as Questing Knight and is most often tied to the recovery of an lost relic of significant to the Order) |
• +2 Melee Hit • +1 Code Point |
Order, Questing | Knight | Relic Knight | 14 | recover and/or secure a relic of significance to the Order, as recognized by a Knight Marshal, Venerable Knight or other higher ranking Knight; must also have completed the major quest accepted as a Questing Knight if it was unrelated to a relic | +2 Melee Hit; +1 Code Point; granted resources by the Order for the commissioning of a Reliquary (a container for the Relic); may personally wield the Relic if the need arises; Relic Defender (passive); may perform Knighting and anointing ceremonies | recover and/or secure a relic of significance to the Order, as recognized by a Knight Marshal, Venerable Knight or other higher ranking Knight • must also have completed the major quest accepted as a Questing Knight if it was unrelated to a relic |
• +2 Melee Hit • +1 Code Point • granted resources by the Order for the commissioning of a Reliquary (a container for the Relic) • may personally wield the Relic if the need arises • Relic Defender (passive) • may perform Knighting and anointing ceremonies |
Order, Questing | Knight | Venerable Knight | 16 | Pledge yourself to a second Minor Code of your choice; faithful service in the defense and safe-guarding of their relic, as recognized by a Knightlord (and/or Liege-Lord) or Knight of Legend | Gain 2nd Minor Code; +2 Melee Hit; +1 Code Point; granted resources by the Order to build a stronghold or other such defensive structure to protect their Reliquary | Pledge yourself to a second Minor Code of your choice • faithful service in the defense and safe-guarding of their relic, as recognized by a Knightlord (and/or Liege-Lord) or Knight of Legend |
• Gain 2nd Minor Code • +2 Melee Hit • +1 Code Point • granted resources by the Order to build a stronghold or other such defensive structure to protect their Reliquary |
Order, Questing | Knight | Knight of Legend | 18 | your deeds must be known far and wide, your story recorded and enshrined in the sacred texts of your Order | +2 Melee Hit; +1 Code Point | your deeds must be known far and wide, your story recorded and enshrined in the sacred texts of your Order | • +2 Melee Hit • +1 Code Point |
Outlaw | Knight | Hedge Knight | 1-20 | Having never sworn Oaths to a specific Knightly Order; and/or have not pledged themselves to the service of a Liege Lord (or having been released from an Oath); must still uphold the Oaths, Virtues, and Codes that would be typical for their class | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Knight; Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); Looked down upon by “real” Knights; At level 6: may take a Squire into your service; At level 8: may take an Armsman; At level 8: may ride in tournaments, but may not mounted in real combat without losing honor | Having never sworn Oaths to a specific Knightly Order • and/or have not pledged themselves to the service of a Liege Lord (or having been released from an Oath) • must still uphold the Oaths, Virtues, and Codes that would be typical for their class |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Knight • Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • Looked down upon by “real” Knights • At level 6: may take a Squire into your service • At level 8: may take an Armsman • At level 8: may ride in tournaments, but may not mounted in real combat without losing honor |
Outlaw | Knight | Oathbroken | 1-20 | Intentional rejection of the authority of a Liege Lord and/or Knightly Order; And/or breaking of the Oaths that bind you to a Liege Lord and/or Knightly Order | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken); Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); May no longer use Honor Oaths; Barred from any Knightly tournament; Despised and rejected by other Knights; No self respecting squire or armsman would ever serve you | Intentional rejection of the authority of a Liege Lord and/or Knightly Order • And/or breaking of the Oaths that bind you to a Liege Lord and/or Knightly Order |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken) • Can follow any Codes available to Knights that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • May no longer use Honor Oaths • Barred from any Knightly tournament • Despised and rejected by other Knights • No self respecting squire or armsman would ever serve you |
College | Mage(Full) | Apprentice | 1 | find an undermage or higher to sponsor you | Sanctioned use of Tier 1 Powers; can memorize +1 spirit power; Spirit Echo (passive) | find an undermage or higher to sponsor you | • Sanctioned use of Tier 1 Powers • can memorize +1 spirit power • Spirit Echo (passive) |
College | Mage(Full) | Entered Apprentice | 3 | find a master mage or higher to sponsor you; join a particular college of magic | Sanctioned use of Tier 2 Powers; +2 to cast with Spirit powers; can memorize +1 spirit power | find a master mage or higher to sponsor you • join a particular college of magic |
• Sanctioned use of Tier 2 Powers • +2 to cast with Spirit powers • can memorize +1 spirit power |
College | Mage(Full) | Apprentice Adept | 5 | find a master mage or higher to sponsor you; prove that you are an especially skilled, respected, or trustworthy apprentice | Sanctioned use of Tier 3 Powers; +2 to cast with Spirit powers; can memorize +1 spirit power; +1 Academic Secondary Skill Point | find a master mage or higher to sponsor you • prove that you are an especially skilled, respected, or trustworthy apprentice |
• Sanctioned use of Tier 3 Powers • +2 to cast with Spirit powers • can memorize +1 spirit power • +1 Academic Secondary Skill Point |
College | Mage(Full) | Undermage | 8 | find a head master or higher to sponsor you; pass a mage test | Sanctioned use of Tier 4 Powers; +6 to cast with Spirit powers; can memorize +1 spirit power; Volatile Magic (passive); may take on an apprentice | find a head master or higher to sponsor you • pass a mage test |
• Sanctioned use of Tier 4 Powers • +6 to cast with Spirit powers • can memorize +1 spirit power • Volatile Magic (passive) • may take on an apprentice |
College | Mage(Full) | Master Mage | 12 | find a head master or higher to sponsor you; pass a mage test | Sanctioned use of Tier 5 Powers; +5 to cast with Spirit powers; can memorize +1 spirit power; may take multiple apprentices; may teach at a Mage College | find a head master or higher to sponsor you • pass a mage test |
• Sanctioned use of Tier 5 Powers • +5 to cast with Spirit powers • can memorize +1 spirit power • may take multiple apprentices • may teach at a Mage College |
College | Mage(Full) | Eldermage | 15 | must pass a mage test, regardless (or often in spite of) sponsorship; mutual exclusive with Headmaster title | Sanctioned use of Tier 6 Powers; +3 to cast with Spirit powers; can memorize +1 spirit power; can no longer teach at a mage college or take on apprentices | must pass a mage test, regardless (or often in spite of) sponsorship • mutual exclusive with Headmaster title |
• Sanctioned use of Tier 6 Powers • +3 to cast with Spirit powers • can memorize +1 spirit power • can no longer teach at a mage college or take on apprentices |
College | Mage(Full) | Head Master | 15 | appointed by a council of headmasters (or an archmage) ; must pass a mage test; must have spent time teaching at a Mage College; mutually exclusive with Eldermage | Sanctioned use of Tier 6 Powers; +3 to cast with Spirit powers; can memorize +1 spirit power; The authority, rights, and privileges accorded to the headmaster of a mage college | appointed by a council of headmasters (or an archmage) • must pass a mage test • must have spent time teaching at a Mage College • mutually exclusive with Eldermage |
• Sanctioned use of Tier 6 Powers • +3 to cast with Spirit powers • can memorize +1 spirit power • The authority, rights, and privileges accorded to the headmaster of a mage college |
College | Mage(Full) | Archmage | 17 | defeat the Archmage associated with your college and strip them of their power; typically only one Archmage for each School of Spirit Powers in a large region (i.e. continent) | Sanctioned use of Tier 7 Powers; may learn Ultimate spirit powers where applicable; +2 to cast with Spirit powers; can memorize +1 spirit power; authority over one or more colleges of the same type can appoint head masters directly (over ruling council of headmasters) | defeat the Archmage associated with your college and strip them of their power • typically only one Archmage for each School of Spirit Powers in a large region (i.e. continent) |
• Sanctioned use of Tier 7 Powers • may learn Ultimate spirit powers where applicable • +2 to cast with Spirit powers • can memorize +1 spirit power • authority over one or more colleges of the same type can appoint head masters directly (over ruling council of headmasters) |
Outlaw | Mage(Full) | Sorcerer | n/a | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | Retain any other title rewards gained prior to becoming a Sorcerer; Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges; Will still be hunted by Mage Wardens if found to be taking on apprentices | Must follow a single School of Spirit powers, but choose to do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | • Retain any other title rewards gained prior to becoming a Sorcerer • Do need to adhere to College laws regarding sanctioned used of Tiers of power but, do not recieve any benefits related to colleges • Will still be hunted by Mage Wardens if found to be taking on apprentices |
Outlaw | Mage(Full) | Renegade | n/a | Rejection or ignorance of the authority of the Mage Colleges; Learning powers from multiple schools | Retain any other title rewards gained prior to becoming a Renegade; may learn powers from any School of Spirit Powers; will be relentlessly hunted by the Mage Wardens | Rejection or ignorance of the authority of the Mage Colleges • Learning powers from multiple schools |
• Retain any other title rewards gained prior to becoming a Renegade • may learn powers from any School of Spirit Powers • will be relentlessly hunted by the Mage Wardens |
College | Martial Artist | Second Degree | 6 | pass the Second belt test (usually tests one-on-one combat); pay membership fees | +2 Melee Hit; +1 Focus Skill Points; +1 Artistic Secondary Skill Point | pass the Second belt test (usually tests one-on-one combat) • pay membership fees |
• +2 Melee Hit • +1 Focus Skill Points • +1 Artistic Secondary Skill Point |
College | Martial Artist | Third Degree | 9 | pass the Third belt test (usually testing ability to take on multiple opponents); pay membership fees | +2 Melee Hit; +1 Melee Damage; +2 Focus Skill Points; | pass the Third belt test (usually testing ability to take on multiple opponents) • pay membership fees |
• +2 Melee Hit • +1 Melee Damage • +2 Focus Skill Points • |
College | Martial Artist | Sensei | 12 | defeat a Sensei in a non-lethal Martial Arts duel; appointed by the Osensei if still living (otherwise by a Daisensei); pay membership fees | +3 Melee Hit; +2 Focus Skill Points; MUST teach at a dojo or martial arts college | defeat a Sensei in a non-lethal Martial Arts duel • appointed by the Osensei if still living (otherwise by a Daisensei) • pay membership fees |
• +3 Melee Hit • +2 Focus Skill Points • MUST teach at a dojo or martial arts college |
College | Martial Artist | Daisensei | 15 | appointed by the Osensei if still living (otherwise compete with another Sensei); pay membership fees | +2 Melee Hit; +2 Focus Skill Points; MUST oversee several dojos or martial arts colleges | appointed by the Osensei if still living (otherwise compete with another Sensei) • pay membership fees |
• +2 Melee Hit • +2 Focus Skill Points • MUST oversee several dojos or martial arts colleges |
College | Martial Artist | Osensei | 18 | must have founded your own style of fighting with at least one dojo/school | +2 Melee Hit; +1 Focus Skill Points | must have founded your own style of fighting with at least one dojo/school | • +2 Melee Hit • +1 Focus Skill Points |
Outlaw | Martial Artist | Freeform | 1-20 | pursue Martial Arts without belonging to a Dojo or Martial Arts College | May ignore the standard maximum skill point values for Focus Disciplines; if you can find students, may attempt to found your own style and open a Dojo (may be met with resistance from other Dojos) | pursue Martial Arts without belonging to a Dojo or Martial Arts College | • May ignore the standard maximum skill point values for Focus Disciplines • if you can find students, may attempt to found your own style and open a Dojo (may be met with resistance from other Dojos) |
Order | Monk | Postulant | 1 | profess belief and interest in a known Monastic Faith and lifestyle; witnessed by a Friar or higher | Sanctioned use of Tier 1 Powers; Free Sacred Text (small item) | profess belief and interest in a known Monastic Faith and lifestyle • witnessed by a Friar or higher |
• Sanctioned use of Tier 1 Powers • Free Sacred Text (small item) |
Order | Monk | Novitiate | 3 | join a monastic order and live communally in a Monastery take vows; witnessed and accepted by the Prior or Abbot of the Monastery | Sanctioned use of Tier 2 Powers; +3 to cast with Faith; Lay on Hand (passive) | join a monastic order and live communally in a Monastery take vows • witnessed and accepted by the Prior or Abbot of the Monastery |
• Sanctioned use of Tier 2 Powers • +3 to cast with Faith • Lay on Hand (passive) |
Order | Monk | Acolyte | 5 | take addition vows (increased severity); witnessed by Prior or Abbot | Sanctioned use of Tier 3 Powers; +3 to cast with Faith | take addition vows (increased severity) • witnessed by Prior or Abbot |
• Sanctioned use of Tier 3 Powers • +3 to cast with Faith |
Order | Monk | Chantor | 8 | lead communal chants; witnessed by Prior or Abbot | Sanctioned use of Tier 4 Powers; +3 to cast with Faith | lead communal chants • witnessed by Prior or Abbot |
• Sanctioned use of Tier 4 Powers • +3 to cast with Faith |
Order | Monk | Anchorite | 12 | take vow of secrecy; witnessed by Prior or Abbot; agree to some form of self imprisonment (typically an isolated cell within the monastery); must then hear the confessions of members of your Religious Order (including non-monks) | Sanctioned use of Tier 5 Powers; +3 to cast with Faith; cannot leave self-imprisonment unless called upon for greater purpose; Burden of Secrets (passive) | take vow of secrecy • witnessed by Prior or Abbot • agree to some form of self imprisonment (typically an isolated cell within the monastery) • must then hear the confessions of members of your Religious Order (including non-monks) |
• Sanctioned use of Tier 5 Powers • +3 to cast with Faith • cannot leave self-imprisonment unless called upon for greater purpose • Burden of Secrets (passive) |
Order | Monk | Prior/Prioress | 14 | take first vow of leadership before monastic community; must manage a Priory | Sanctioned use of Tier 6 Powers; +2 to cast with Faith | take first vow of leadership before monastic community • must manage a Priory |
• Sanctioned use of Tier 6 Powers • +2 to cast with Faith |
Order | Monk | Abbot/Abbess | 17 | take second vow of leadership; must then manage an Abbey or several Priories; for larger orders must join council of Abbots | Sanctioned use of Tier 7 Powers; +1 to cast with Faith | take second vow of leadership • must then manage an Abbey or several Priories • for larger orders must join council of Abbots |
• Sanctioned use of Tier 7 Powers • +1 to cast with Faith |
Outlaw | Monk | Hermit | 1-20 | Not part of a Monastic Order, either by choice, ignorance, or having been cast out; still intentionally practicing a particular Faith Path in absence of community | Retain any other title rewards gained prior to becoming a Hermit; +1 Survival Secondary Skill Point; must live in isolation | Not part of a Monastic Order, either by choice, ignorance, or having been cast out • still intentionally practicing a particular Faith Path in absence of community |
• Retain any other title rewards gained prior to becoming a Hermit • +1 Survival Secondary Skill Point • must live in isolation |
Outlaw | Monk | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Outlaw | Monk | Witch/Warlock | 1-20 | Follow a Faith Path of your own making; usually including forbidden and/or mixing of powers; can be completely independent or may join a Coven of like minded individuals | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock; forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters | Follow a Faith Path of your own making • usually including forbidden and/or mixing of powers • can be completely independent or may join a Coven of like minded individuals |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock • forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters |
Outlaw | Monk | Friar | n/a | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading thier faith among the people); still adhering to orthodoxy, doctrine or creed of a particular Monastic Order | Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles; Retain any other title rewards gained prior to becoming a Friar; Rousing Sermon (passive) at level 6; in some cases retain partial allegiance and/or support of their former Monastic Order | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading thier faith among the people) • still adhering to orthodoxy, doctrine or creed of a particular Monastic Order |
• Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles • Retain any other title rewards gained prior to becoming a Friar • Rousing Sermon (passive) at level 6 • in some cases retain partial allegiance and/or support of their former Monastic Order |
Guild | Ninja | Kohai | 2 | Pass Clan (guild) entrance test (if failed you are typically killed in order to prevent the existence of the Ninja Clan from being discovered); Must swear on pain of death to keep all Clan secrets and remain in the Ninja Clan for life | +1 Dodge; access to guild resources and trainers; Ninja… Vanish (passive); must serve senior students (Senpai) | Pass Clan (guild) entrance test (if failed you are typically killed in order to prevent the existence of the Ninja Clan from being discovered) • Must swear on pain of death to keep all Clan secrets and remain in the Ninja Clan for life |
• +1 Dodge • access to guild resources and trainers • Ninja… Vanish (passive) • must serve senior students (Senpai) |
Guild | Ninja | Senpai | 5 | pass a Clan test; guild cut paid in full | Sneaky (passive); +1 Artistic Secondary Skill Point; served by junior students (Kohai) | pass a Clan test • guild cut paid in full |
• Sneaky (passive) • +1 Artistic Secondary Skill Point • served by junior students (Kohai) |
Guild | Assassin | Shade | 7 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 3 Powers 1% melee crit; 65% guild cut; +1 Academic Secondary Skill Point | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 3 Powers
1% melee crit • 65% guild cut • +1 Academic Secondary Skill Point |
Guild | Thief | Journeyman | 7 | pass a guild test (typically required to steal an item of moderate value); guild member fee up to date | +1 Advantage on Stealth tests; +2 Stealth skill pts; +2 hit (choice of melee or ranged); +1 Artistic Secondary Skill Point | pass a guild test (typically required to steal an item of moderate value) • guild member fee up to date |
• +1 Advantage on Stealth tests • +2 Stealth skill pts • +2 hit (choice of melee or ranged) • +1 Artistic Secondary Skill Point |
Guild | Ninja | Shinobi | 8 | pass a Clan test (typically involves a difficult solo mission where any detection is an immediate failure); guild cut paid in full | From the Shadows (passive) | pass a Clan test (typically involves a difficult solo mission where any detection is an immediate failure) • guild cut paid in full |
• From the Shadows (passive) |
Guild | Ranger | Huntsmen | 8 | pass a guild test guild; member job quota met | +1% ranged crit; Swift Hunt (passive) | pass a guild test guild • member job quota met |
• +1% ranged crit • Swift Hunt (passive) |
Guild | Thief | Master | 10 | pass a guild test (typically required to steal an item of great value that is very well guarded); guild member fee up to date | +2 Stealth skill pts; +2 hit (choice of melee or ranged); Cheat Death (passive) | pass a guild test (typically required to steal an item of great value that is very well guarded) • guild member fee up to date |
• +2 Stealth skill pts • +2 hit (choice of melee or ranged) • Cheat Death (passive) |
Guild | Assassin | Silent Blade | 11 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 4 Powers; +1% ranged crit; 50% guild cut; Silent Death (passive) | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 4 Powers • +1% ranged crit • 50% guild cut • Silent Death (passive) |
Guild | Ninja | Renshi | 12 | pass a Clan test (typically this is a test of your ability to teach or instruct others); guild cut paid in full | +1% Melee Crit; expected to act as an instructor/teacher for lower ranking members of the Clan | pass a Clan test (typically this is a test of your ability to teach or instruct others) • guild cut paid in full |
• +1% Melee Crit • expected to act as an instructor/teacher for lower ranking members of the Clan |
Order | Paladin | Proselyte | 1 | profess unrelenting belief in a known/accepted Faith; Pledge yourself to a Faithsworn (Core) Code: Holysworn, Hellsworn, Primalsworn, Soulsworn; witnessed by a deacon/preacher or higher | Sanctioned use of Tier 1 Powers Sacred Text; Gain Core Code: (Faith)sworn Salute (passive) | profess unrelenting belief in a known/accepted Faith • Pledge yourself to a Faithsworn (Core) Code: Holysworn, Hellsworn, Primalsworn, Soulsworn • witnessed by a deacon/preacher or higher |
• Sanctioned use of Tier 1 Powers Sacred Text • Gain Core Code: (Faith)sworn Salute (passive) |
Order | Paladin | Neophyte | 3 | Join a particular Paladin Order; Pledge yourself to a Minor Code of your choice (or as specified by your Order) | Sanctioned use of Tier 2 Powers; Gain 1st Minor Code; +1 melee hit; Lay on Hands (passive) | Join a particular Paladin Order • Pledge yourself to a Minor Code of your choice (or as specified by your Order) |
• Sanctioned use of Tier 2 Powers • Gain 1st Minor Code • +1 melee hit • Lay on Hands (passive) |
Order | Paladin | Acolyte | 5 | complete a quest determined by High Templar or Higher | Sanctioned use of Tier 3 Powers; +2 melee hit; +1 Academic Secondary Skill Point | complete a quest determined by High Templar or Higher | • Sanctioned use of Tier 3 Powers • +2 melee hit • +1 Academic Secondary Skill Point |
Order | Paladin | Paladinyte | 8 | entrance into the military wing of your order; Pledge yourself to a Great Code of your choice (or as specified by your Order); sponsorship of a High Templar or higher | Sanctioned use of Tier 4 Powers; Gain a Great Code; +1 melee hit | entrance into the military wing of your order • Pledge yourself to a Great Code of your choice (or as specified by your Order) • sponsorship of a High Templar or higher |
• Sanctioned use of Tier 4 Powers • Gain a Great Code • +1 melee hit |
Order | Paladin | Crusader | 11 | participate in at least one successful Crusade | Sanctioned use of Tier 5 Powers; +3 melee hit; Crusaders Glory (passive) | participate in at least one successful Crusade | • Sanctioned use of Tier 5 Powers • +3 melee hit • Crusaders Glory (passive) |
Order | Paladin | High Templar | 14 | participate in multiple successful crusades; complete a quest determined by the Grand Marshal; must lead Crusades once promoted | Sanctioned use of Tier 6 Powers; +2 melee hit; field command over Paladin forces | participate in multiple successful crusades • complete a quest determined by the Grand Marshal • must lead Crusades once promoted |
• Sanctioned use of Tier 6 Powers • +2 melee hit • field command over Paladin forces |
Order | Paladin | Grand Marshal | 17 | appointed in previous Grand Marshals will; or compete against other High Templars | Sanctioned use of Tier 7 Powers; Gain 2nd Minor Code; +1 melee hit; head of a Paladin Order (total veto) | appointed in previous Grand Marshals will • or compete against other High Templars |
• Sanctioned use of Tier 7 Powers • Gain 2nd Minor Code • +1 melee hit • head of a Paladin Order (total veto) |
Outlaw | Paladin | Hedge Paladin | 1-20 | Having never sworn Oaths to a specific Paladin Order or other such Religious Order (or having been released from an Oath) upholding the Oaths, Virtues, and Codes that would be typical for their class (such as following a known Faith path) | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Paladin; Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); | Having never sworn Oaths to a specific Paladin Order or other such Religious Order (or having been released from an Oath) upholding the Oaths, Virtues, and Codes that would be typical for their class (such as following a known Faith path) | • Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command rewards, retain any other title rewards gained prior to becoming a Hedge Paladin • Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • |
Outlaw | Paladin | Oathbroken | 1-20 | Intentional rejection of the authority of a Paladin or other religious Order breaking of the Oaths that bind you to them (or vice versa) most often a result of using forbidden powers and/or mixing of powers | Gain Codes at the minimum level requirement for non-outlawed titles; With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken; Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); can use any Faith powers they choose (except for Opposing Faith Powers); May no longer use Honor Oaths; Paladins or other associated Religious Orders will shun you if Oathbroken from using forbidden powers (or mixing of powers), will be pursued by Witch Hunters | Intentional rejection of the authority of a Paladin or other religious Order breaking of the Oaths that bind you to them (or vice versa) most often a result of using forbidden powers and/or mixing of powers | • Gain Codes at the minimum level requirement for non-outlawed titles • With the exception of command rewards, retain any other title rewards gained prior to becoming Oathbroken • Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • can use any Faith powers they choose (except for Opposing Faith Powers) • May no longer use Honor Oaths • Paladins or other associated Religious Orders will shun you if Oathbroken from using forbidden powers (or mixing of powers), will be pursued by Witch Hunters |
Outlaw | Paladin | False Sworn | 1-20 | Belong to an existing Paladin Order while secretly serving another agenda, Lord, diety, or entity, often Heretical in nature (i.e. forbidden powers or mixing of powers) | Gain all rewards at minimum level requirement for non-outlawed titles; Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code); can use any Faith powers they choose (except for Opposing Faith Powers); if discovered immediately become Oathbroken, exiled or executed by Order and hunted by Witch Hunters | Belong to an existing Paladin Order while secretly serving another agenda, Lord, diety, or entity, often Heretical in nature (i.e. forbidden powers or mixing of powers) | • Gain all rewards at minimum level requirement for non-outlawed titles • Can follow any Codes available to Paladins that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) • can use any Faith powers they choose (except for Opposing Faith Powers) • if discovered immediately become Oathbroken, exiled or executed by Order and hunted by Witch Hunters |
Guild | Ninja | Kyoshi | 15 | pass a Clan test (typically this is a test of your ability to teach or instruct others at an expert level); guild cut paid in full; usually only one per Ninja Clan unless the clan is exceptionally large | +2 Focus ability pts; second in command of Clan forces; expected to act as an expert teacher for lower ranking members of the Clan | pass a Clan test (typically this is a test of your ability to teach or instruct others at an expert level) • guild cut paid in full • usually only one per Ninja Clan unless the clan is exceptionally large |
• +2 Focus ability pts • second in command of Clan forces • expected to act as an expert teacher for lower ranking members of the Clan |
Guild | Ninja | Hanshi | 18 | pass a Clan test (typically this involves defeating/killing the existing Hanshi in ritual combat); manage and maintain an Ninja Clan of varying size (10+ members); can only be one per Ninja Clan | +3 Focus ability pts; +1% Melee Crit; supreme command of the Ninja Clan, including access to all its resources and funds | pass a Clan test (typically this involves defeating/killing the existing Hanshi in ritual combat) • manage and maintain an Ninja Clan of varying size (10+ members) • can only be one per Ninja Clan |
• +3 Focus ability pts • +1% Melee Crit • supreme command of the Ninja Clan, including access to all its resources and funds |
Outlaw | Ninja | Nukenin | 2-20 | have not joined a Ninja Clan; take on work outside of the authority of a Clan; caught exposing existence of the Clan or its secrets; caught secretly attempting to avoid guild cut/dues repeated breaking of Clan laws running away from a clan | Not required to pay Guild cut, fees, or dues to the Clan; do not benefit from any resources or training; unlikely to live very long | have not joined a Ninja Clan • take on work outside of the authority of a Clan • caught exposing existence of the Clan or its secrets • caught secretly attempting to avoid guild cut/dues repeated breaking of Clan laws running away from a clan |
• Not required to pay Guild cut, fees, or dues to the Clan • do not benefit from any resources or training • unlikely to live very long |
Renown | Pit-Fighter | Combatant | 3 | recognition by 5+ fans; must have fought in at 3+ staged combats (non-lethal) or won at least 1 pit-fight (lethal) | +1 Brawler Secondary Skill Point | recognition by 5+ fans • must have fought in at 3+ staged combats (non-lethal) or won at least 1 pit-fight (lethal) |
• +1 Brawler Secondary Skill Point |
Renown | Pit-Fighter | Gladiator | 6 | recognition by 50+ fans; must have fought in 9+ staged combats (non-lethal) or won 3+ pit-fights (lethal) | Showmanship (passive); +1 Brute Secondary Skill Point | recognition by 50+ fans • must have fought in 9+ staged combats (non-lethal) or won 3+ pit-fights (lethal) |
• Showmanship (passive) • +1 Brute Secondary Skill Point |
Renown | Pit-Fighter | Champion | 9 | recognition by 500+ fans; must have fought in 15+ staged combats (non-lethal) or won 5+ pit-fights (lethal); must have beaten at least 1 champion | +1 Melee Damage; Challenge (passive) | recognition by 500+ fans • must have fought in 15+ staged combats (non-lethal) or won 5+ pit-fights (lethal) • must have beaten at least 1 champion |
• +1 Melee Damage • Challenge (passive) |
Renown | Pit-Fighter | Pit Master | 13 | recognition by 5000+ fans; must have fought in 24+ staged combats (non-lethal) or won 8+ pit-fights (lethal); must have beaten 3+ champions | +2 Focus Skill Points; +3 Fury max | recognition by 5000+ fans • must have fought in 24+ staged combats (non-lethal) or won 8+ pit-fights (lethal) • must have beaten 3+ champions |
• +2 Focus Skill Points • +3 Fury max |
Renown | Pit-Fighter | Doctore | 14 | optional title, not required to advance to Living Legend; promoted by the owner of an arena, ludus, or fighting pits | +1 Trainer Secondary Skill Point; allowed to manage and/or train other fighters | optional title, not required to advance to Living Legend • promoted by the owner of an arena, ludus, or fighting pits |
• +1 Trainer Secondary Skill Point • allowed to manage and/or train other fighters |
Order | Priest | Proselyte | 1 | profess unrelenting belief in a known/accepted Faith witnessed by an acolyte or higher | Sanctioned use of Tier 1 Powers; +1 new power; +1 Advantage on Faith rolls; +1 to cast with Faith powers; granted a free Sacred Text (small item) for your chosen Faith | profess unrelenting belief in a known/accepted Faith witnessed by an acolyte or higher | • Sanctioned use of Tier 1 Powers • +1 new power • +1 Advantage on Faith rolls • +1 to cast with Faith powers • granted a free Sacred Text (small item) for your chosen Faith |
Order | Priest | Neophyte | 3 | must have received regimented teaching regarding the Priesthood of your chosen faith from a Vested Priest or higher | Sanctioned use of Tier 2 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; Lay on Hands (passive) OR Fanatical Beliefs (passive) | must have received regimented teaching regarding the Priesthood of your chosen faith from a Vested Priest or higher | • Sanctioned use of Tier 2 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • Lay on Hands (passive) OR Fanatical Beliefs (passive) |
Order | Priest | Acolyte | 5 | invitation by a Vested Priest or higher to assist in the performance of a ceremony/ritual | Sanctioned use of Tier 3 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; obligated to regularly assist in the performance of ceremonies and rituals at a Temple or at Tribal gatherings | invitation by a Vested Priest or higher to assist in the performance of a ceremony/ritual | • Sanctioned use of Tier 3 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • obligated to regularly assist in the performance of ceremonies and rituals at a Temple or at Tribal gatherings |
Order(Priesthood) | Priest | Vested Priest | 7 | Vesting ceremony performed by a Temple or Tribal priest after faithfully serving the priesthood in the completion of many ceremonies and/or rituals | Sanctioned use of Tier 4 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | Vesting ceremony performed by a Temple or Tribal priest after faithfully serving the priesthood in the completion of many ceremonies and/or rituals | • Sanctioned use of Tier 4 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Priesthood) | Priest | Temple Priest | 11 | The previous Temple Priest must have been promoted, died or cast out, with you being named as their successor; alternately, could be appointed by higher ranking priests; Mutually exclusive of Tribal Priest | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; MUST preside over a Temple; Rousing Sermon (passive); +1 Academic Secondary Skill Point | The previous Temple Priest must have been promoted, died or cast out, with you being named as their successor • alternately, could be appointed by higher ranking priests • Mutually exclusive of Tribal Priest |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • MUST preside over a Temple • Rousing Sermon (passive) • +1 Academic Secondary Skill Point |
Order(Priesthood) | Priest | Tribal Priest | 11 | Previous Tribal Priest must have been promoted, died or cast out, with you being named as their successor; If not possible the Tribe must choose you to become their Priest; Mutually exclusive of Temple Priest | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; MUST preside over an entire Tribe; Tribal Power (passive); +1 Survival Secondary Skill Point | Previous Tribal Priest must have been promoted, died or cast out, with you being named as their successor • If not possible the Tribe must choose you to become their Priest • Mutually exclusive of Temple Priest |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • MUST preside over an entire Tribe • Tribal Power (passive) • +1 Survival Secondary Skill Point |
Order(Priesthood) | Priest | Chief/Elder Priest | 14 | Must have served in the role as Temple or Tribal Priest; must have trained a successor before being promoted by a council of Chief/Elder Priest or by the High Priest | Sanctioned use of Tier 6 Powers; +1 new power; +1 Advantage on Faith rolls; +3 to cast with Faith powers; Benediction (passive); authority over multiple tribes or temples | Must have served in the role as Temple or Tribal Priest • must have trained a successor before being promoted by a council of Chief/Elder Priest or by the High Priest |
• Sanctioned use of Tier 6 Powers • +1 new power • +1 Advantage on Faith rolls • +3 to cast with Faith powers • Benediction (passive) • authority over multiple tribes or temples |
Order(Priesthood) | Priest | High Priest | 16 | When current High Priest dies the Chief/Elder Priest named as successor assumes the title; if not applicable other Priests vote and or compete for the title | Sanctioned use of Tier 7 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; preside over the entire Priesthood and all its temples and/or Tribes | When current High Priest dies the Chief/Elder Priest named as successor assumes the title • if not applicable other Priests vote and or compete for the title |
• Sanctioned use of Tier 7 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • preside over the entire Priesthood and all its temples and/or Tribes |
Order(Religious) | Priest | Brother/Sister | 1 | profess unrelenting belief in a known/accepted Faith witnessed by a deacon or higher | Sanctioned use of Tier 1 Powers; +1 Advantage on Faith rolls; +1 new power; +1 to cast with Faith powers; granted a free Sacred Text (small item) for your chosen Faith | profess unrelenting belief in a known/accepted Faith witnessed by a deacon or higher | • Sanctioned use of Tier 1 Powers • +1 Advantage on Faith rolls • +1 new power • +1 to cast with Faith powers • granted a free Sacred Text (small item) for your chosen Faith |
Order(Religious) | Priest | Lector | 3 | give at least one public reading of the sacred text at a ceremony or service witnessed by a deacon or higher | Sanctioned use of Tier 2 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; Lay on Hands (passive); must publicly read from the Sacred text whenever called upon | give at least one public reading of the sacred text at a ceremony or service witnessed by a deacon or higher | • Sanctioned use of Tier 2 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • Lay on Hands (passive) • must publicly read from the Sacred text whenever called upon |
Order(Religious) | Priest | Deacon | 5 | faithfully serve your particular religious order under the witness of an under priest or higher; may be given minor task to complete as a final test of your faithfulness | Sanctioned use of Tier 3 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | faithfully serve your particular religious order under the witness of an under priest or higher • may be given minor task to complete as a final test of your faithfulness |
• Sanctioned use of Tier 3 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Religious) | Priest | Under Priest | 7 | ordination ceremony after serving directly under your Parish Priest; completing a minor quest or errand | Sanctioned use of Tier 4 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; MUST assist a Parish Priest and often given responsibility over Chapels in small villages and hamlets, or local palaces/castles | ordination ceremony after serving directly under your Parish Priest • completing a minor quest or errand |
• Sanctioned use of Tier 4 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • MUST assist a Parish Priest and often given responsibility over Chapels in small villages and hamlets, or local palaces/castles |
Order(Religious) | Priest | Parish Priest | 11 | sponsored promotion by your bishop or higher after faithfully caring for a chapel; complete a quest or errand of some significance | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; Rousing Sermon (passive); +1 Academic Secondary Skill Point; MUST preside over a Religious Parish (typically a small region of villages or a single town) with their seat of power located at a Parish Church | sponsored promotion by your bishop or higher after faithfully caring for a chapel • complete a quest or errand of some significance |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • Rousing Sermon (passive) • +1 Academic Secondary Skill Point • MUST preside over a Religious Parish (typically a small region of villages or a single town) with their seat of power located at a Parish Church |
Order(Religious) | Priest | Bishop | 14 | sponsored promotion by your arch bishop or appointed by Patriarch after faithfully serving in a local parish; must include at least one instance of defending or guiding your Parish through a significant threat or crisis | Sanctioned use of Tier 6 Powers; +1 new power; +1 Advantage on Faith rolls; +3 to cast with Faith powers; Benediction (passive); MUST preside over a Religious Diocese (typically a county or city) with their seat of power located at a Cathedral; Gain a ‘Bishops Ring’ or other such religious symbol of office | sponsored promotion by your arch bishop or appointed by Patriarch after faithfully serving in a local parish • must include at least one instance of defending or guiding your Parish through a significant threat or crisis |
• Sanctioned use of Tier 6 Powers • +1 new power • +1 Advantage on Faith rolls • +3 to cast with Faith powers • Benediction (passive) • MUST preside over a Religious Diocese (typically a county or city) with their seat of power located at a Cathedral • Gain a ‘Bishops Ring’ or other such religious symbol of office |
Order(Religious) | Priest | Arch Bishop/Cardinal | 16 | appointed by the Patriarch after faithfully serving in a Religious Diocese; must include at least one instance of defending or guiding your Diocese through a significant threat or crisis | Sanctioned use of Tier 7 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; MUST preside over a Religious Arch-Diocese (typically a state, province, or very large city) with their seat of power located at a Grand Cathedral or Basilica; if no Patriarch exists then they preside over the entire religious order as well | appointed by the Patriarch after faithfully serving in a Religious Diocese • must include at least one instance of defending or guiding your Diocese through a significant threat or crisis |
• Sanctioned use of Tier 7 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • MUST preside over a Religious Arch-Diocese (typically a state, province, or very large city) with their seat of power located at a Grand Cathedral or Basilica • if no Patriarch exists then they preside over the entire religious order as well |
Order(Religious) | Priest | Patriarch/Matriarch | 18 | when current Patriarch dies a Cardinal or Arch Bishop steps into the position; if more than 1 Cardinal or Arch Bishop exists, then voted by council of Council of their peers; some Faiths exclude this rank/title or hand its authority over to a Sovereign Ruler | +1 new power; +2 to cast with Faith powers; MUST preside over an entire religious order (often with authority extending over Priests Paladins, and Monks) with their seat f power located at a Basilica; veto over all matters of the order; Gain the ‘Staff of the Patriarch’ or other such religious symbol of office | when current Patriarch dies a Cardinal or Arch Bishop steps into the position • if more than 1 Cardinal or Arch Bishop exists, then voted by council of Council of their peers • some Faiths exclude this rank/title or hand its authority over to a Sovereign Ruler |
• +1 new power • +2 to cast with Faith powers • MUST preside over an entire religious order (often with authority extending over Priests Paladins, and Monks) with their seat f power located at a Basilica • veto over all matters of the order • Gain the ‘Staff of the Patriarch’ or other such religious symbol of office |
Order(Cult) | Priest | Supplicant | 1 | Renounce or refuse to submit to the authority and hierarchy of an established religious order or priesthood; instead pursue inclusion in a cult | Sanctioned use of Tier 1 Powers; +1 new power; +1 Advantage on Faith rolls; +1 to cast with Faith powers; granted a free Sacred Text (small item) for your chosen Faith | Renounce or refuse to submit to the authority and hierarchy of an established religious order or priesthood • instead pursue inclusion in a cult |
• Sanctioned use of Tier 1 Powers • +1 new power • +1 Advantage on Faith rolls • +1 to cast with Faith powers • granted a free Sacred Text (small item) for your chosen Faith |
Order(Cult) | Priest | Follower | 3 | Demonstrate your choice to follow the persona and/or incarnate of your particular cult in a very outwards and public manner witnessed by others from the same cult | Sanctioned use of Tier 2 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; Fanatical Beliefs (passive) | Demonstrate your choice to follow the persona and/or incarnate of your particular cult in a very outwards and public manner witnessed by others from the same cult | • Sanctioned use of Tier 2 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • Fanatical Beliefs (passive) |
Order(Cult) | Priest | Ritualist | 5 | Be invited to actively participate in a cult ritual (not just as an observer) | Sanctioned use of Tier 3 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | Be invited to actively participate in a cult ritual (not just as an observer) | • Sanctioned use of Tier 3 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Cult) | Priest | Adherent | 7 | Demonstrate your adherence to a particular aspect or principle of the established dogma of your cult, in a very outwards and public manner witnessed by others from the same cult | Sanctioned use of Tier 4 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers | Demonstrate your adherence to a particular aspect or principle of the established dogma of your cult, in a very outwards and public manner witnessed by others from the same cult | • Sanctioned use of Tier 4 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers |
Order(Cult) | Priest | Devotee | 11 | Pledge undying devotion to a Persona and/or Incarnate of your cult; convince 5 or more others to follow them | Sanctioned use of Tier 5 Powers; +1 new power; +1 Advantage on Faith rolls; +4 to cast with Faith powers; Rousing Sermon (passive); +1 Artistic Secondary Skill Point | Pledge undying devotion to a Persona and/or Incarnate of your cult • convince 5 or more others to follow them |
• Sanctioned use of Tier 5 Powers • +1 new power • +1 Advantage on Faith rolls • +4 to cast with Faith powers • Rousing Sermon (passive) • +1 Artistic Secondary Skill Point |
Order(Cult) | Priest | Persona | 14 | Create your own cult or be elevated to the position of Persona; have at least 1 Devotee and 30+ Followers | Sanctioned use of Tier 6 Powers; +1 new power; +1 Advantage on Faith rolls; +3 to cast with Faith powers; Benediction (passive); may create your own cult | Create your own cult or be elevated to the position of Persona • have at least 1 Devotee and 30+ Followers |
• Sanctioned use of Tier 6 Powers • +1 new power • +1 Advantage on Faith rolls • +3 to cast with Faith powers • Benediction (passive) • may create your own cult |
Order(Cult) | Priest | Incarnate | 16 | Have at least 1 Devotee and 100+ Followers | Sanctioned use of Tier 7 Powers; +1 new power; +1 Advantage on Faith rolls; +2 to cast with Faith powers; may create your own cult | Have at least 1 Devotee and 100+ Followers | • Sanctioned use of Tier 7 Powers • +1 new power • +1 Advantage on Faith rolls • +2 to cast with Faith powers • may create your own cult |
Outlaw | Priest | Apostate | n/a | Renounce or refuse to submit to the authority and hierarchy of an established religious order, priesthood, or cult; But still follow a known faith and adhere to its basic orthodoxy, doctrine, or creed (no mixing of powers) | With the exception of positions of governance, retain any other title rewards gained prior to becoming an Apostate; may be pursued by your former Order or Priesthood in an attempt to convince (or force) you to rejoin | Renounce or refuse to submit to the authority and hierarchy of an established religious order, priesthood, or cult • But still follow a known faith and adhere to its basic orthodoxy, doctrine, or creed (no mixing of powers) |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming an Apostate • may be pursued by your former Order or Priesthood in an attempt to convince (or force) you to rejoin |
Outlaw | Priest | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Outlaw | Priest | Witch/Warlock | 1-20 | Follow a Faith Path of your own making; usually including forbidden and/or mixing of powers; can be completely independent or may join a Coven of like minded individuals | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock; forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters | Follow a Faith Path of your own making • usually including forbidden and/or mixing of powers • can be completely independent or may join a Coven of like minded individuals |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock • forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters |
Renown | Pit-Fighter | Living Legend | 17 | recognition by 50000+ fans; must have fought in 36+ staged combats (non-lethal) or won 12+ pit-fights (lethal); must have beaten 5+ champions & at least 1 Pit Master; one or more tale of your legendary exploits must be in circulation | +3 Focus Skill Points; +5 Fury Max; +1% Melee Crit; Legendary Action (passive) | recognition by 50000+ fans • must have fought in 36+ staged combats (non-lethal) or won 12+ pit-fights (lethal) • must have beaten 5+ champions & at least 1 Pit Master • one or more tale of your legendary exploits must be in circulation |
• +3 Focus Skill Points • +5 Fury Max • +1% Melee Crit • Legendary Action (passive) |
Guild | Assassin | Assassing Adept | 13 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 5 Powers; +1 Advantage on Stealth tests; +1% melee crit; 30% guild cut | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 5 Powers • +1 Advantage on Stealth tests • +1% melee crit • 30% guild cut |
Guild | Ranger | Ranger Captain | 13 | pass a guild test guild; member job quota met; all guilds have at least one Ranger Captain (typically one per 10-20 members) | +3 Vigor max; +1 Advantage on Stealth tests; +1% ranged crit; field commander of guild forces | pass a guild test guild • member job quota met • all guilds have at least one Ranger Captain (typically one per 10-20 members) |
• +3 Vigor max • +1 Advantage on Stealth tests • +1% ranged crit • field commander of guild forces |
Guild | Thief | Artisan | 13 | pass a guild test (typically required to steal a high profile item or artifact, often guarded by magical wards and enchantments); guild member fee up to date | +2 Stealth skill pts; +2 hit (choice of melee or ranged) | pass a guild test (typically required to steal a high profile item or artifact, often guarded by magical wards and enchantments) • guild member fee up to date |
• +2 Stealth skill pts • +2 hit (choice of melee or ranged) |
Outlaw | Pit-Fighter | Rudarius | 1-20 | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation; won freedom through distinguished performance, completion of a contract, or as a prize for winning a particular fight | Retain any title rewards gained prior to becoming Rudarius; No longer forced to fight in arenas, fighting pits, etc…; If applicable, no longer required to live in a communal training house such as a Ludus; typically granted a Rudis (token of your freedom) | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation • won freedom through distinguished performance, completion of a contract, or as a prize for winning a particular fight |
• Retain any title rewards gained prior to becoming Rudarius • No longer forced to fight in arenas, fighting pits, etc… • If applicable, no longer required to live in a communal training house such as a Ludus • typically granted a Rudis (token of your freedom) |
Outlaw | Ranger | Freelancer | n/a | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training; With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | • Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training • With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer |
Outlaw | Pit-Fighter | Fugitivus | 1-20 | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation; escaped, rebelled against or otherwise broke the laws and/or contracts binding you to Fight for others amusement | Retain any title rewards gained prior to becoming Fugitivus; become the master of your own fate but relentlessly hunte; if recaptured, will be branded as Fugitivus and likely put to death | must have been a slave, indentured Pit-Fighter, or fighting as part of a contractual obligation • escaped, rebelled against or otherwise broke the laws and/or contracts binding you to Fight for others amusement |
• Retain any title rewards gained prior to becoming Fugitivus • become the master of your own fate but relentlessly hunte • if recaptured, will be branded as Fugitivus and likely put to death |
Rite | Runeweaver | Fox | 2 | Rite of the Fox: demonstrate the wisdom of the fox | Tier 1 Runic Tattoos becomes active; +2 Melee Hit; +1 Melee Damage | Rite of the Fox: demonstrate the wisdom of the fox | • Tier 1 Runic Tattoos becomes active • +2 Melee Hit • +1 Melee Damage |
Rite | Runeweaver | Eagle | 4 | Rite of the Eagle: demonstrate the perception of the eagle | Tier 2 Runic Tattoos becomes active; +2 Melee Hit; Deep Meditation (passive) | Rite of the Eagle: demonstrate the perception of the eagle | • Tier 2 Runic Tattoos becomes active • +2 Melee Hit • Deep Meditation (passive) |
Rite | Runeweaver | Boar | 7 | Rite of the Boar: demonstrate stamina of the boar | Tier 3 Runic Tattoos becomes active; +2 Melee Hit; +1 Finesse Secondary Skill Point; | Rite of the Boar: demonstrate stamina of the boar | • Tier 3 Runic Tattoos becomes active • +2 Melee Hit • +1 Finesse Secondary Skill Point • |
Rite | Runeweaver | Bear | 11 | Rite of the Bear: demonstrate strength of the bear | Tier 4 Runic Tattoo becomes active; +2 Melee Hit; Rhythms of Magic (passive) | Rite of the Bear: demonstrate strength of the bear | • Tier 4 Runic Tattoo becomes active • +2 Melee Hit • Rhythms of Magic (passive) |
Rite | Runeweaver | Tiger | 14 | Rite of the Tiger: demonstrate agility of the tiger | Tier 5 Runic Tattoos becomes active; +2 Focus Skill Points; +2 Melee Hit | Rite of the Tiger: demonstrate agility of the tiger | • Tier 5 Runic Tattoos becomes active • +2 Focus Skill Points • +2 Melee Hit |
Rite | Runeweaver | Griffon | 17 | Rite of the Griffon: demonstrate resolve of the griffon | Tier 6 Runic Tattoos becomes active; +3 Focus Skill Points | Rite of the Griffon: demonstrate resolve of the griffon | • Tier 6 Runic Tattoos becomes active • +3 Focus Skill Points |
Rite | Runeweaver | Dragon | 19 | Rite of the Dragon: demonstrate intellect of the dragon | Tier 7 Runic Tattoos becomes active | Rite of the Dragon: demonstrate intellect of the dragon | • Tier 7 Runic Tattoos becomes active |
Outlaw | Runeweaver | Serpent | 1-20 | The Forbidden Rite of the Serpent:; replace all existing Root Tattoos with a single Root Tattoo that is attuned to all Schools of Spirit Powers; deceive the spirits of ALL Rites using charm, or impress the Great Serpent with your powers of deception | Gain Sanctioned use of Tiers at the minimum level requirement for non-outlawed titles; retain any other title rewards gained prior to becoming a Serpent; Mage Wardens will hunt you down and attempt to permanently sever your Root Tattoo | The Forbidden Rite of the Serpent: • replace all existing Root Tattoos with a single Root Tattoo that is attuned to all Schools of Spirit Powers • deceive the spirits of ALL Rites using charm, or impress the Great Serpent with your powers of deception |
• Gain Sanctioned use of Tiers at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Serpent • Mage Wardens will hunt you down and attempt to permanently sever your Root Tattoo |
Order | Samurai | Wakai Bushi | 1 | Pledge yourself to the Samurai's (Core) Code: Bushido “honor or death” | Gain Core Code: Bushido; Salute (passive) | Pledge yourself to the Samurai's (Core) Code: Bushido “honor or death” | • Gain Core Code: Bushido • Salute (passive) |
Order | Samurai | Bushi | 3 | Entrance into the order of the Samurai; must swear to serve and obey the Shogun (or other equivalent leader) and your superiors; Pledge yourself to a Minor Code of your choice (or as specified by your Order or Shogun/Daimyo); | Gain 1st Minor Code; +3 melee hit; +1 Combat Specialist Secondary Skill Point | Entrance into the order of the Samurai • must swear to serve and obey the Shogun (or other equivalent leader) and your superiors • Pledge yourself to a Minor Code of your choice (or as specified by your Order or Shogun/Daimyo) • |
• Gain 1st Minor Code • +3 melee hit • +1 Combat Specialist Secondary Skill Point |
Order | Samurai | Gokenin | 6 | Must complete a task in the name of the Shogun or one of the Daimyo | +3 melee hit; +1 Martial Secondary Skill Point | Must complete a task in the name of the Shogun or one of the Daimyo | • +3 melee hit • +1 Martial Secondary Skill Point |
Order | Samurai | Hatamoto | 9 | Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order or Shogun/Daimyo); Must pass a combat test staged by the order; Must agree to carry the Banner of your Shogun affixed to your armor | Gain a Great Code or 2nd Minor Code; +3 melee hit; Bannerman (passive); may command a small force of other Samurai | Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order or Shogun/Daimyo) • Must pass a combat test staged by the order • Must agree to carry the Banner of your Shogun affixed to your armor |
• Gain a Great Code or 2nd Minor Code • +3 melee hit • Bannerman (passive) • may command a small force of other Samurai |
Order | Samurai | Jito | 12 | Must prove yourself worthy to govern a household/estate/town | +3 melee hit; governance of a houshold/estate/town; may command household forces and/or town guard (may or may not include other Samurai) | Must prove yourself worthy to govern a household/estate/town | • +3 melee hit • governance of a houshold/estate/town • may command household forces and/or town guard (may or may not include other Samurai) |
Order | Samurai | Shugo | 15 | Must prove yourself worthy to govern a city/county | +2 Focus Skill points; governance of a city/county may command city guard (may or may not include other Samurai) | Must prove yourself worthy to govern a city/county | • +2 Focus Skill points • governance of a city/county may command city guard (may or may not include other Samurai) |
Order | Samurai | Daimyo | 18 | Must prove yourself worthy to govern a region/province or Samurai Order; Pledge yourself to a Minor Code of your choice (or as specified by your Shogun); | Gain 2nd or 3rd Minor Code; +3 Focus Skill points; typically leader of an entire order of Samuari, but must still obey the will of the Shogun; governance of a region/province field command of the all Samurai Order forces | Must prove yourself worthy to govern a region/province or Samurai Order • Pledge yourself to a Minor Code of your choice (or as specified by your Shogun) • |
• Gain 2nd or 3rd Minor Code • +3 Focus Skill points • typically leader of an entire order of Samuari, but must still obey the will of the Shogun • governance of a region/province field command of the all Samurai Order forces |
Order | Samurai | Shogun | 19 | Appointed as successor by the previous Shogun; OR challenge and defeat the current Shogun; OR battle against other Daimyo’s upon the Shogun’s death | +3 melee hit; typically the head of mutiple orders of Samurai, complete authority; often also act as Head of State; any Samurai Orders led by warring Daimyo are honor-bound to set aside their conflict and unite under a single Samurai Order led by a Shogun | Appointed as successor by the previous Shogun • OR challenge and defeat the current Shogun • OR battle against other Daimyo’s upon the Shogun’s death |
• +3 melee hit • typically the head of mutiple orders of Samurai, complete authority • often also act as Head of State • any Samurai Orders led by warring Daimyo are honor-bound to set aside their conflict and unite under a single Samurai Order led by a Shogun |
Outlaw | Samurai | Ronin | 1-20 | Having never sworn an Oath to a specific Shogun and/or Samurai Order; must still uphold the Oaths, Virtues, and Codes that would be typical for their class | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); With the exception of command and governance rewards, retain any other title rewards gained prior to becoming a Ronin; Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order; Can not own land | Having never sworn an Oath to a specific Shogun and/or Samurai Order • must still uphold the Oaths, Virtues, and Codes that would be typical for their class |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • With the exception of command and governance rewards, retain any other title rewards gained prior to becoming a Ronin • Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order • Can not own land |
Rite | Shaman | Spirit Walker | 2 | Rite of the Spirit Walker: select 1 type of Elemental or Primal (natural) spirit to “walk” with | Tier 1 Powers with chosen School of Magic; +1 to cast with Spirit powers; Survival Instincts (passive) | Rite of the Spirit Walker: select 1 type of Elemental or Primal (natural) spirit to “walk” with | • Tier 1 Powers with chosen School of Magic • +1 to cast with Spirit powers • Survival Instincts (passive) |
Rite | Shaman | Spirit Drummer | 4 | Rite of the Spirit Drummer: demonstrate the ability to tame the fury of the spirits within | Tier 2 Powers of the same School of Magic; +2 to cast with Spirit powers; Gain Elemental or Primal Drumming (unique Shaman Sanctioned use of Tier2 Spirit Power) | Rite of the Spirit Drummer: demonstrate the ability to tame the fury of the spirits within | • Tier 2 Powers of the same School of Magic • +2 to cast with Spirit powers • Gain Elemental or Primal Drumming (unique Shaman Sanctioned use of Tier2 Spirit Power) |
Rite | Shaman | Spirit Speaker | 7 | Rite of the Spirit Speaker: demonstrate the ability to converse with the spirits in the Elemental Tongue | May “walk” with up to two types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T3 with 1 School or T2/T1 split with 2 Schools); Overall still counts as a T3 Caster; +2 to cast with Spirit powers; +1 Survival Secondary Skill Point | Rite of the Spirit Speaker: demonstrate the ability to converse with the spirits in the Elemental Tongue | • May “walk” with up to two types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T3 with 1 School or T2/T1 split with 2 Schools) • Overall still counts as a T3 Caster • +2 to cast with Spirit powers • +1 Survival Secondary Skill Point |
Rite | Shaman | Tribal Shaman | 10 | Rite of the Tribal Shaman: ceremonial passing of mantle from one tribal Shaman to another | May “walk” with up to two types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T4, T3/T1, T2/T2); Overall still counts as a T4 Caster; +2 to cast with Spirit powers; Tribal Power (passive) | Rite of the Tribal Shaman: ceremonial passing of mantle from one tribal Shaman to another | • May “walk” with up to two types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T4, T3/T1, T2/T2) • Overall still counts as a T4 Caster • +2 to cast with Spirit powers • Tribal Power (passive) |
Rite | Shaman | Elder Shaman | 15 | Rite of the Elder Shaman: must demonstrate ability to lead and guide other Tribal Shaman | May “walk” with up to three types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T5, T4/T1, T3/T2, T3/T1/T1); Overall still counts as a T5 Caster; +3 Fury Max; +2 to cast with Spirit powers | Rite of the Elder Shaman: must demonstrate ability to lead and guide other Tribal Shaman | • May “walk” with up to three types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T5, T4/T1, T3/T2, T3/T1/T1) • Overall still counts as a T5 Caster • +3 Fury Max • +2 to cast with Spirit powers |
Rite | Shaman | Seer | 17 | Rite of the Seer: must demonstrate that you can see the immediate will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do | May “walk” with up to three types of Elemental or Primal (Natural) spirits; +1 Tier of Powers to a single School of Magic (i.e. T6, T5/T1, T4/T2, T3/T3, T4/T1/T1, T3/T2/T1); Overall still counts as a T6 Caster; +5 Fury Max; +1 to cast with Spirit powers; Can see into Elemental and Natural Realms of Origin | Rite of the Seer: must demonstrate that you can see the immediate will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do | • May “walk” with up to three types of Elemental or Primal (Natural) spirits • +1 Tier of Powers to a single School of Magic (i.e. T6, T5/T1, T4/T2, T3/T3, T4/T1/T1, T3/T2/T1) • Overall still counts as a T6 Caster • +5 Fury Max • +1 to cast with Spirit powers • Can see into Elemental and Natural Realms of Origin |
Rite | Shaman | Farseer | 19 | Rite of the Farseer: must demonstrate that you can see the long term will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do; Must have only ever focused on a Single School of magic | +1 Tier of Powers to a single School of Magic (i.e. T7, T6/T1, T5/T2, T4/T3, T4/T2/T1, T3/T3/T1); Overall still counts as a T7 Caster; high risk of becoming so engrossed in the will of the Elements as to dissociate with mortal life | Rite of the Farseer: must demonstrate that you can see the long term will or needs of the Elemental and/or Natural spirits you serve, often before they themselves do • Must have only ever focused on a Single School of magic |
• +1 Tier of Powers to a single School of Magic (i.e. T7, T6/T1, T5/T2, T4/T3, T4/T2/T1, T3/T3/T1) • Overall still counts as a T7 Caster • high risk of becoming so engrossed in the will of the Elements as to dissociate with mortal life |
Outlaw | Shaman | Untamed | 1-20 | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer; remain aligned with a single type of Elemental or Natural Spirits | Retain any other title rewards gained prior to becoming Untamed; Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer • remain aligned with a single type of Elemental or Natural Spirits |
• Retain any other title rewards gained prior to becoming Untamed • Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers |
Outlaw | Shaman | Dervish | 1-20 | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer; do not align with any one type of Elemental or Natural Spirits | Retain any other title rewards gained prior to becoming a Dervish; may learn powers from any Elemental or Natural School of Powers however Elemental spirits will not willing grant their powers to a dervish and must be defeated first; will be relentlessly hunted by the Mage Wardens; Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers | Tap into Sanctioned use of Tier 2 Spirit Powers without having gone through the Rite of the Spirit Drummer • do not align with any one type of Elemental or Natural Spirits |
• Retain any other title rewards gained prior to becoming a Dervish • may learn powers from any Elemental or Natural School of Powers however Elemental spirits will not willing grant their powers to a dervish and must be defeated first • will be relentlessly hunted by the Mage Wardens • Gain +5% Critical Cast and +5% Miscast chance with Spirit Powers |
Outlaw | Samurai | Oathbroken | 1-20 | Disobey the will of a Shogun or Daimyo; And/or breaking the Oaths that bind you to a Shogun, Daimyo, and/or Samurai Order | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order; With the exception of command rewards and governance rewards, retain any other title rewards gained prior to becoming Oathbroken; Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order; Do not need to obey the will of a Shogun or Daimyo; May no longer use Honor Oaths; Can not own land or govern others | Disobey the will of a Shogun or Daimyo • And/or breaking the Oaths that bind you to a Shogun, Daimyo, and/or Samurai Order |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order • With the exception of command rewards and governance rewards, retain any other title rewards gained prior to becoming Oathbroken • Can follow any Codes available to Samurai that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Samurai Order • Do not need to obey the will of a Shogun or Daimyo • May no longer use Honor Oaths • Can not own land or govern others |
Order | Shaolin | Sectarian | 2 | profess belief and interest in a known Monastic Faith and lifestyle; witnessed by house master or higher | Sanctioned use of Tier 1 Powers Sacred Text; +2 Melee Hit; +1 Melee Damage; Deep Meditation (passive) | profess belief and interest in a known Monastic Faith and lifestyle • witnessed by house master or higher |
• Sanctioned use of Tier 1 Powers Sacred Text • +2 Melee Hit • +1 Melee Damage • Deep Meditation (passive) |
Order | Shaolin | Servitor | 4 | agree to voluntary service & training at a Shaolin monastery; must still live outside of the monastic community | Sanctioned use of Tier 2 Powers; +2 Melee Hit; +1 Focus Skill Point | agree to voluntary service & training at a Shaolin monastery • must still live outside of the monastic community |
• Sanctioned use of Tier 2 Powers • +2 Melee Hit • +1 Focus Skill Point |
Order | Shaolin | Monastic | 7 | must move into a communal house within a Shaolin monastery | Sanctioned use of Tier 3 Powers; +2 Melee Hit; +1 Academic Secondary Skill Point; +1 Focus Skill Point | must move into a communal house within a Shaolin monastery | • Sanctioned use of Tier 3 Powers • +2 Melee Hit • +1 Academic Secondary Skill Point • +1 Focus Skill Point |
Order | Shaolin | House Master | 10 | must be promoted by the Revered Master; must govern a communal house within a Shaolin Monastery | Sanctioned use of Tier 4 Powers; +2 Melee Hit; Harness Chi (passive); +1 Focus Skill Point; Authority over a Communal House of Shaolin | must be promoted by the Revered Master • must govern a communal house within a Shaolin Monastery |
• Sanctioned use of Tier 4 Powers • +2 Melee Hit • Harness Chi (passive) • +1 Focus Skill Point • Authority over a Communal House of Shaolin |
Order | Shaolin | Revered Master | 13 | must be appointed by the previous Revered Master; must preside over services within a Shaolin Monastery | Sanctioned use of Tier 5 Powers; +2 Melee Hit; +1 Focus Skill Point; Authority over a Shaolin Monastery | must be appointed by the previous Revered Master • must preside over services within a Shaolin Monastery |
• Sanctioned use of Tier 5 Powers • +2 Melee Hit • +1 Focus Skill Point • Authority over a Shaolin Monastery |
Order | Shaolin | Transcendent Master | 17 | appoint a new Revered Master to replace you; dedicate the remainder of your life to meditation | Sanctioned use of Tier 6 Powers; +1 Focus Skill Point; must spend the majority of you life in meditation only breaking from it when specifically instructed to by the power(s) you serve | appoint a new Revered Master to replace you • dedicate the remainder of your life to meditation |
• Sanctioned use of Tier 6 Powers • +1 Focus Skill Point • must spend the majority of you life in meditation only breaking from it when specifically instructed to by the power(s) you serve |
Outlaw | Shaolin | Wanderer | 1-20 | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading their faith among the people); still adhering to orthodoxy, doctrine or creed of a particular Monastic Order | Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles; retain any other title rewards gained prior to becoming a Wanderer; in some cases retain partial allegiance and/or support of a Monastic Order | Refusal or rejection of the Monastic life style (often because they feel called to be out spreading their faith among the people) • still adhering to orthodoxy, doctrine or creed of a particular Monastic Order |
• Gain Advantage on Faith rolls at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Wanderer • in some cases retain partial allegiance and/or support of a Monastic Order |
Outlaw | Shaolin | Hermit | 1-20 | Not part of a Monastic Order, either by choice, ignorance, or having been cast out; still intentionally practicing a particular Faith Path in absence of community | Retain any other title rewards gained prior to becoming a Hermit; +1 Survival Secondary Skill Point; must live in isolation | Not part of a Monastic Order, either by choice, ignorance, or having been cast out • still intentionally practicing a particular Faith Path in absence of community |
• Retain any other title rewards gained prior to becoming a Hermit • +1 Survival Secondary Skill Point • must live in isolation |
Outlaw | Shaolin | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Renown | Soldier | Sell Sword | 3 | recognition by 5+ people; must have fought a battle in exchange for payment of some kind | Free Weapon Training of your choice; +1 Weapon Specialist Skill Point | recognition by 5+ people • must have fought a battle in exchange for payment of some kind |
• Free Weapon Training of your choice • +1 Weapon Specialist Skill Point |
Renown | Soldier | Sworn Sword | 6 | recognition by 50+ people; Friendly reputation with a military organization of some kind; must have sworn your services to a cause, organization, or employer and seen the mission or campaign through to completion | Pick: +3 Melee hit OR +3 Ranged hit; +1 Martial Secondary Skill Point | recognition by 50+ people • Friendly reputation with a military organization of some kind • must have sworn your services to a cause, organization, or employer and seen the mission or campaign through to completion |
• Pick: +3 Melee hit OR +3 Ranged hit • +1 Martial Secondary Skill Point |
Renown | Soldier | Champion | 9 | recognition by 500+ people; Honored reputation with a military organization of some kind; must have successfully championed a cause of some kind or acting as someones champion | Pick: +1 Melee Damage OR +1 Ranged Damage; Challenge (passive) | recognition by 500+ people • Honored reputation with a military organization of some kind • must have successfully championed a cause of some kind or acting as someones champion |
• Pick: +1 Melee Damage OR +1 Ranged Damage • Challenge (passive) |
Renown | Soldier | Commander | 13 | recognition by 5000+ people; Revered reputation with a military organization of some kind; must have taken or been given command over a significant force, leading it to multiple victories | +5 max Vigor; Pick: +1% Melee Crit OR +1% Ranged Crit; +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training | recognition by 5000+ people • Revered reputation with a military organization of some kind • must have taken or been given command over a significant force, leading it to multiple victories |
• +5 max Vigor • Pick: +1% Melee Crit OR +1% Ranged Crit • +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training |
Renown | Soldier | Living Legend | 17 | recognition by 50000+ people; Revered reputation with a military organization of some kind; one or more tale of your legendary exploits must be in circulation | +10 max Vigor; Pick: +1 Melee Damage OR +1 Ranged Damage; Legendary Action (passive) | recognition by 50000+ people • Revered reputation with a military organization of some kind • one or more tale of your legendary exploits must be in circulation |
• +10 max Vigor • Pick: +1 Melee Damage OR +1 Ranged Damage • Legendary Action (passive) |
Army | Soldier | Private | 1 | Enlist (or be conscripted) into a standing army or mercenary force | pay and/or provisions and/or training by a military organization | Enlist (or be conscripted) into a standing army or mercenary force | • command a Squadron of up to 10 infantry |
Army | Soldier | Corporal | 3 | promoted by captain or higher | provisional command of a squadron if a sergeant is unavailable | promoted by captain or higher | • provisional command of a squadron if a sergeant is unavailable |
Army | Soldier | Sergeant | 5 | promoted by captain or higher | command a Squadron of up to 10 infantry | promoted by captain or higher | • command a Squadron of up to 10 infantry |
Army | Soldier | Leuitenant | 7 | promoted by captain or higher | command a Company of up to 10 infantry and 5 Sergeants | promoted by captain or higher | • command a Company of up to 10 infantry and 5 Sergeants |
Army | Soldier | Captain | 9 | promoted by colonel or higher | command a Battalion of up to 200 infantry, 4 Leuitenants and 20 Sergeants | promoted by colonel or higher | • command a Battalion of up to 200 infantry, 4 Leuitenants and 20 Sergeants |
Army | Soldier | Colonel | 11 | promoted by commander or higher | command a Regiment of up to 1000 infantry, 5 Captains, 20 Leuitenants and 100 Sergeants | promoted by commander or higher | • command a Regiment of up to 1000 infantry, 5 Captains, 20 Leuitenants and 100 Sergeants |
Army | Soldier | Commander | 13 | promoted by general or higher | command a Division of up to 5000 infantry, 5 Colonels, 25 Captains, 100 Leuitenants and 500 Sergeants | promoted by general or higher | • command a Division of up to 5000 infantry, 5 Colonels, 25 Captains, 100 Leuitenants and 500 Sergeants |
Army | Soldier | General | 15 | promoted by field marshal or higher (if no field marshal exists then appointed by previous general or leige-lord) | command of an entire army (1 or more divisions) | promoted by field marshal or higher (if no field marshal exists then appointed by previous general or leige-lord) | • command of an entire army (1 or more divisions) |
Army | Soldier | Field Marshal | 17 | promoted by a retiring field marshal appointed by other generals if previous field marshal is slain | command of all armies within a nation or military organization | promoted by a retiring field marshal appointed by other generals if previous field marshal is slain | • command of all armies within a nation or military organization |
Renown | Swashbuckler | Scoundrel | 1 | Pledge yourself to the Swashbuckler's (Core) Code: The Scoundrels Code; | Gain Core Code: Scoundrel's Code | Pledge yourself to the Swashbuckler's (Core) Code: The Scoundrels Code • |
• Gain Core Code: Scoundrel's Code |
Renown | Swashbuckler | Trickster | 3 | Pledge yourself to a Minor Code of your choice; recognition by 5+ people; must have taken someone’s money through trickery (picking pockets doesn’t count) | Gain 1st Minor Code; Lawless (passive); +1 Artistic Secondary Skill Point | Pledge yourself to a Minor Code of your choice • recognition by 5+ people • must have taken someone’s money through trickery (picking pockets doesn’t count) |
• Gain 1st Minor Code • Lawless (passive) • +1 Artistic Secondary Skill Point |
Renown | Swashbuckler | Braggart | 6 | recognition by 50+ people; Friendly common reputation; Unfriendly reputation with some kind of law based organization (i.e. City Guard); must have boasted or bragged of your fighting prowess to the point of someone either getting annoyed with you and challenging you to a duel or questioning your honor resulting in you challenging them to a duel (it doesn’t matter if you win or lose) | +3 Melee & Ranged Hit; +1 Combat Specialist Secondary Skill Point | recognition by 50+ people • Friendly common reputation • Unfriendly reputation with some kind of law based organization (i.e. City Guard) • must have boasted or bragged of your fighting prowess to the point of someone either getting annoyed with you and challenging you to a duel or questioning your honor resulting in you challenging them to a duel (it doesn’t matter if you win or lose) |
• +3 Melee & Ranged Hit • +1 Combat Specialist Secondary Skill Point |
Renown | Swashbuckler | Desperado | 9 | Pledge yourself to a Great Code (or 2nd Minor code) of your choice; recognition by 500+ people; Honored common reputation; Hostile reputation with some kind of law based organization (i.e. City Guard); must have won a duel against a high profile agent of the law (preferably one that is corrupt) or otherwise evaded the law in a grandiose manner | Gain a Great Code or 2nd Minor Code; Funeral Dirge (passive) | Pledge yourself to a Great Code (or 2nd Minor code) of your choice • recognition by 500+ people • Honored common reputation • Hostile reputation with some kind of law based organization (i.e. City Guard) • must have won a duel against a high profile agent of the law (preferably one that is corrupt) or otherwise evaded the law in a grandiose manner |
• Gain a Great Code or 2nd Minor Code • Funeral Dirge (passive) |
Renown | Swashbuckler | Notorious Blade | 13 | recognition by 5000+ people; Revered/Hated common rep; must have bested all other known duelists in the area | +1 Advantage on Stealth Rolls; Legendary Action (passive); Refusing ANY duel results in an immediate lose of honor | recognition by 5000+ people • Revered/Hated common rep • must have bested all other known duelists in the area |
• +1 Advantage on Stealth Rolls • Legendary Action (passive) • Refusing ANY duel results in an immediate lose of honor |
Renown | Swashbuckler | Prince of Thieves | 17 | Pledge yourself to a Minor Code of your choice; recognition by 50000+ people; Revered common reputation; Hated reputation with some kind of law based organization (i.e. City Guard); must have defeated someone with the Prince of Thieves title in a duel, or have self proclaimed the title, or have had a group of people give you the title | Gain 2nd Minor Code; will likely have to defend your title on a regular basis (by dueling to the death with any one who challenges) | Pledge yourself to a Minor Code of your choice • recognition by 50000+ people • Revered common reputation • Hated reputation with some kind of law based organization (i.e. City Guard) • must have defeated someone with the Prince of Thieves title in a duel, or have self proclaimed the title, or have had a group of people give you the title |
• Gain 2nd Minor Code • will likely have to defend your title on a regular basis (by dueling to the death with any one who challenges) |
Guild | Ranger | Ranger General | 16 | manage and maintain a Rangers Guild of varying size (20+ members); guild member job quota met; can be only one Ranger General per guild | +5 Vigor max; +1% ranged crit; supreme command of guild forces, including access to all its resources and funds | manage and maintain a Rangers Guild of varying size (20+ members) • guild member job quota met • can be only one Ranger General per guild |
• +5 Vigor max • +1% ranged crit • supreme command of guild forces, including access to all its resources and funds |
Guild | Thief | Legendary | 16 | tales of your high profile thefts are told throughout the land, everyone knows about you, yet no one really knows who you are | +1 Advantage on Stealth tests; +2 Stealth skill pts; +2 hit (choice of melee or ranged); likely to have impostors posing as you for their own gain | tales of your high profile thefts are told throughout the land, everyone knows about you, yet no one really knows who you are | • +1 Advantage on Stealth tests • +2 Stealth skill pts • +2 hit (choice of melee or ranged) • likely to have impostors posing as you for their own gain |
Guild | Assassin | Deaths Hand | 17 | pass a guild test; guild cut paid in full | Sanctioned use of Tier 6 Powers; +1 ranged crit; 5% guild cut | pass a guild test • guild cut paid in full |
• Sanctioned use of Tier 6 Powers • +1 ranged crit • 5% guild cut |
Outlaw | Shaolin | Witch/Warlock | 1-20 | Follow a Faith Path of your own making; usually including forbidden and/or mixing of powers; can be completely independent or may join a Coven of like minded individuals | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock; forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters | Follow a Faith Path of your own making • usually including forbidden and/or mixing of powers • can be completely independent or may join a Coven of like minded individuals |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Witch or Warlock • forced to live in hiding or on the fringes of civilization to avoid persecution and the attention of Witch Hunters |
Guild | Assassin | Guild Master | n/a | Guild Master is in addition to the above listed titles; must be at least a Silent Blade of higher; manage and maintain an Assassin’s Guild of varying size (10+ members); must defend title against anyone desiring to replace you | supreme command of guild, including access to all its resources and funds | Guild Master is in addition to the above listed titles • must be at least a Silent Blade of higher • manage and maintain an Assassin’s Guild of varying size (10+ members) • must defend title against anyone desiring to replace you |
• supreme command of guild, including access to all its resources and funds |
Guild | Thief | Guild Master | n/a | Guild Master title is in addition to the above listed titles; must be at least a Master Thief or higher; must manage and maintain a Thieves Guild of varying size (15+ members); must defend title against anyone desiring to replace you | supreme command of guild, including access to all its resources and funds | Guild Master title is in addition to the above listed titles • must be at least a Master Thief or higher • must manage and maintain a Thieves Guild of varying size (15+ members) • must defend title against anyone desiring to replace you |
• supreme command of guild, including access to all its resources and funds |
Outlaw | Thief | Freelancer | n/a | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training; With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer | take on work outside of the authority of a Guild, either because of not belonging to one, having been kicked out, or caught secretly attempting to avoid guild cut/dues | • Not required to pay Guild cut, fees, or dues, but do not benefit from any resources or training • With the exception of guild resources and command positions, retain any other title rewards gained prior to becoming a Freelancer |
Renown | Vigilante | Street Tough | 1 | Pledge yourself to the Vigilante's (Core) Code: Street Justice; | Gain Core Code: Street Justice | Pledge yourself to the Vigilante's (Core) Code: Street Justice • |
• Gain Core Code: Street Justice |
Renown | Vigilante | Avenger | 3 | Pledge yourself to a Minor Code of your choice; recognition by 5+ people; must have broken a significant local law while attempting to seek justice | Gain 1st Minor Code; Lawless (passive) | Pledge yourself to a Minor Code of your choice • recognition by 5+ people • must have broken a significant local law while attempting to seek justice |
• Gain 1st Minor Code • Lawless (passive) |
Renown | Vigilante | Unlikely Hero | 6 | recognition by 50+ people; Friendly common reputation; Unfriendly reputation with some kind of law based organization (i.e. City Guard); must have completed at least a mission/quest/adventure resulted in someone referring to you as their ‘Hero’ | +2 Melee Hit; Heroism (Passive); +1 Martial Secondary Skill | recognition by 50+ people • Friendly common reputation • Unfriendly reputation with some kind of law based organization (i.e. City Guard) • must have completed at least a mission/quest/adventure resulted in someone referring to you as their ‘Hero’ |
• +2 Melee Hit • Heroism (Passive) • +1 Martial Secondary Skill |
Renown | Vigilante | Peoples Champion | 9 | Pledge yourself to a Great Code (or 2nd Minor code) of your choice; recognition by 500+ people; Honored common reputation; Hostile reputation with some kind of law based organization (i.e. City Guard); must have successfully championed a cause of the common people in the face of oppression or corruption | Gain a Great Code or 2nd Minor Code; +2 Melee Hit; +1 Melee Dam; Challenge (passive) | Pledge yourself to a Great Code (or 2nd Minor code) of your choice • recognition by 500+ people • Honored common reputation • Hostile reputation with some kind of law based organization (i.e. City Guard) • must have successfully championed a cause of the common people in the face of oppression or corruption |
• Gain a Great Code or 2nd Minor Code • +2 Melee Hit • +1 Melee Dam • Challenge (passive) |
Renown | Vigilante | Vindicator | 13 | recognition by 5000+ people; Revered common reputation; Hated reputation with some kind of law based organization (i.e. City Guard); must have avenged, reclaimed, cleared the name, or stood up for, someone or something, in the face of heavy opposition | +3 Max Fury; +3 Melee Hit; +1 Melee Dam | recognition by 5000+ people • Revered common reputation • Hated reputation with some kind of law based organization (i.e. City Guard) • must have avenged, reclaimed, cleared the name, or stood up for, someone or something, in the face of heavy opposition |
• +3 Max Fury • +3 Melee Hit • +1 Melee Dam |
Renown | Vigilante | Living Legend | 17 | Pledge yourself to a Minor Code of your choice; recognition by 50000+ people; Revered common rep; Hated reputation with some kind of law based organization (i.e. City Guard); one or more tale of your legendary exploits must be in circulation | Gain 2nd or 3rd Minor Code; +5 Max Fury; +1 Melee Dam; Legendary Action (passive | Pledge yourself to a Minor Code of your choice • recognition by 50000+ people • Revered common rep • Hated reputation with some kind of law based organization (i.e. City Guard) • one or more tale of your legendary exploits must be in circulation |
• Gain 2nd or 3rd Minor Code • +5 Max Fury • +1 Melee Dam • Legendary Action (passive |
Renown | Warrior | Combatant | 3 | recognition of fighting prowess by 5+ people; must have fought and won against a worthy opponent in single combat | +1 Specialist Secondary Skill Point | recognition of fighting prowess by 5+ people • must have fought and won against a worthy opponent in single combat |
• +1 Specialist Secondary Skill Point |
Renown | Warrior | Unlikely Hero | 6 | recognition of fighting prowess by 50+ people; Friendly or Unfriendly common reputation; must have completed at least one mission, quest or adventure that resulted in someone referring to you as a ‘Hero’ | Pick: +3 Melee hit OR +3 Ranged hit; Heroism (passive) | recognition of fighting prowess by 50+ people • Friendly or Unfriendly common reputation • must have completed at least one mission, quest or adventure that resulted in someone referring to you as a ‘Hero’ |
• Pick: +3 Melee hit OR +3 Ranged hit • Heroism (passive) |
Renown | Warrior | Champion | 9 | recognition of fighting prowess by 500+ people; Honored or Hostile common reputation; must have successfully championed a cause of some kind or acted as someones ‘Champion’ | Pick: +1 Melee Damage OR +1 Ranged Damage; Challenge (passive) | recognition of fighting prowess by 500+ people • Honored or Hostile common reputation • must have successfully championed a cause of some kind or acted as someones ‘Champion’ |
• Pick: +1 Melee Damage OR +1 Ranged Damage • Challenge (passive) |
Renown | Warrior | Warlord | 13 | recognition of fighting prowess by 5000+ fighting men and/or women; Revered or Hated common reputation; must have lead an army of some kind in a succession of victories, while fighting in the front lines | +3 Vigor Max; +3 Fury Max; Pick: +1% Melee Crit OR +1% Ranged Crit; +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training | recognition of fighting prowess by 5000+ fighting men and/or women • Revered or Hated common reputation • must have lead an army of some kind in a succession of victories, while fighting in the front lines |
• +3 Vigor Max • +3 Fury Max • Pick: +1% Melee Crit OR +1% Ranged Crit • +1 Secondary Skill point (choose one): Battle Veteran, Commander, or Military Training |
Renown | Warrior | Conqueror | 17 | recognition of fighting prowess by 50000+ fighting men and/or women; Revered or Hated common reputation; must have conquered something of note or toppled a well known institution or power | +5 Vigor Max; +5 Fury Max; Pick: +1 Melee Damage OR +1 Ranged Damage; Legendary Action (passive) | recognition of fighting prowess by 50000+ fighting men and/or women • Revered or Hated common reputation • must have conquered something of note or toppled a well known institution or power |
• +5 Vigor Max • +5 Fury Max • Pick: +1 Melee Damage OR +1 Ranged Damage • Legendary Action (passive) |
Renown | Marksman | Crackshot | 1 | select Marksman as your Class Passive | Gain 1 free Weapon Training of your choice, from the following list of options: Bows, Crossbows, or Firearms; Additional Class Passive effect | select Marksman as your Class Passive | • Gain 1 free Weapon Training of your choice, from the following list of options: Bows, Crossbows, or Firearms • Additional Class Passive effect |
Renown | Marksman | Crowd Pleaser | 3 | recognition by 5+ people; must have received a standing ovation by crowd of people after completing a challenging shot | +1 to Focus Dice pool; +3 Ranged Hit; +1 Secondary Skill point in a ranged Weapon Specialization of your choice OR Showmanship (passive); +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 5+ people • must have received a standing ovation by crowd of people after completing a challenging shot |
• +1 to Focus Dice pool • +3 Ranged Hit • +1 Secondary Skill point in a ranged Weapon Specialization of your choice OR Showmanship (passive) • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Trick Shooter | 6 | recognition by 50+ people; Friendly or Unfriendly common reputation; must have successfully hit a target while in a precarious or otherwise bizarre situation/position | +1 to Focus Dice pool; +3 Ranged Hit; +1 Secondary Skill point in either: Sharp Shooter, Skirmisher, or Peltast Combat Specializations; +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 50+ people • Friendly or Unfriendly common reputation • must have successfully hit a target while in a precarious or otherwise bizarre situation/position |
• +1 to Focus Dice pool • +3 Ranged Hit • +1 Secondary Skill point in either: Sharp Shooter, Skirmisher, or Peltast Combat Specializations • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Professional | 9 | recognition by 500+ people; Honored or Hostile common reputation; must have been hired as a professional Marksman to either train troops or complete a significant Marksman related task | +1 to Focus Dice pool; +3 Ranged Hit; Thrill Seeker (passive); +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 500+ people • Honored or Hostile common reputation • must have been hired as a professional Marksman to either train troops or complete a significant Marksman related task |
• +1 to Focus Dice pool • +3 Ranged Hit • Thrill Seeker (passive) • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Sniper | 13 | recognition by 5000+ people; Revered or Hated common reputation; must have scored a critical hit on a target at 40+ inches of tabletop range once during your career | +3 Ranged Hit; Deadeye (passive); +1 Focus (Ranged) Skill Point; Additional Class Passive effect | recognition by 5000+ people • Revered or Hated common reputation • must have scored a critical hit on a target at 40+ inches of tabletop range once during your career |
• +3 Ranged Hit • Deadeye (passive) • +1 Focus (Ranged) Skill Point • Additional Class Passive effect |
Renown | Marksman | Living Legend | 17 | recognition by 50000+ people; Revered or Hated common reputation; one or more tale of your legendary exploits must be in circulation | +3 Ranged Hit; +1 Focus (Ranged) Skill Point; Additional Class Passive effect; Legendary Action (passive) | recognition by 50000+ people • Revered or Hated common reputation • one or more tale of your legendary exploits must be in circulation |
• +3 Ranged Hit • +1 Focus (Ranged) Skill Point • Additional Class Passive effect • Legendary Action (passive) |
Renown | Weapon Master | Prodigy | 1 | select either one fo the following for your class passive:; Swordmaster; Hammerer; Axe Fiend; Reaper | Gain 1 free Weapon Training of your choice, based on the Class Passive you chose: Swords (2H), Bludgeons (2H), Axes (2H), or Polearms; Additional Class Passive effect | select either one fo the following for your class passive: • Swordmaster • Hammerer • Axe Fiend • Reaper |
• Gain 1 free Weapon Training of your choice, based on the Class Passive you chose: Swords (2H), Bludgeons (2H), Axes (2H), or Polearms • Additional Class Passive effect |
Renown | Weapon Master | Aspirant | 3 | recognition by at least 1 other Weapon Master of the same path; must have dueled another Weapon Master of the same type (don’t necessarily have to have won) | +3 Melee Hit; +1 Secondary Skill point in a melee Weapon Specialization of your choice OR Showmanship (passive); +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 1 other Weapon Master of the same path • must have dueled another Weapon Master of the same type (don’t necessarily have to have won) |
• +3 Melee Hit • +1 Secondary Skill point in a melee Weapon Specialization of your choice OR Showmanship (passive) • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Battle Master | 6 | recognition by at least 3 other Weapon Masters of the same path; Friendly or Unfriendly common reputation; must have successfully proven your mastery with your weapon of choice in a large battle (more than 20 foes) | +3 Melee Hit; +1 Secondary Skill point in either: Duelist, Great Weapon, Paired Weapon, or FreeStyle Combat Specializations; +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 3 other Weapon Masters of the same path • Friendly or Unfriendly common reputation • must have successfully proven your mastery with your weapon of choice in a large battle (more than 20 foes) |
• +3 Melee Hit • +1 Secondary Skill point in either: Duelist, Great Weapon, Paired Weapon, or FreeStyle Combat Specializations • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Virtuoso | 9 | recognition by at least 6 other Weapon Masters of the same path; Honored or Hostile common reputation; must have been hired as a professional weapon master to either train troops or complete a significant weapon master related task | +3 Melee Hit; +1 Melee Damage; Thrill Seeker (passive); +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 6 other Weapon Masters of the same path • Honored or Hostile common reputation • must have been hired as a professional weapon master to either train troops or complete a significant weapon master related task |
• +3 Melee Hit • +1 Melee Damage • Thrill Seeker (passive) • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Head-Taker | 13 | recognition by at least 10 other Weapon Masters of the same path; Revered or Hated common reputation; must have decapitated (killed) a target of at least Threat 10 or higher in a single round (in fair combat) once during your career | +3 Melee Hit; Trophy Kill (passive); +1 Focus (Armed) Skill Point; Additional Class Passive effect | recognition by at least 10 other Weapon Masters of the same path • Revered or Hated common reputation • must have decapitated (killed) a target of at least Threat 10 or higher in a single round (in fair combat) once during your career |
• +3 Melee Hit • Trophy Kill (passive) • +1 Focus (Armed) Skill Point • Additional Class Passive effect |
Renown | Weapon Master | Living Legend | 17 | recognition by at least 15 other Weapon Masters of the same path; Revered or Hated common reputation; one or more tale of your legendary exploits must be in circulation | +3 Melee Hit; +1 Melee Damage; +1 Focus (Armed) Skill Point; Additional Class Passive effect; Legendary Action (passive) | recognition by at least 15 other Weapon Masters of the same path • Revered or Hated common reputation • one or more tale of your legendary exploits must be in circulation |
• +3 Melee Hit • +1 Melee Damage • +1 Focus (Armed) Skill Point • Additional Class Passive effect • Legendary Action (passive) |
College | Wizard | Apprentice | 1 | find a Magus/Magi or higher to sponsor you; Pledge yourself to the (Core) Code of Wizardry: Spiritual Truths; join the outer ring of a College of Wizardry; Swear an Oath to your College of Wizardry | Sanctioned use of Tier 1 Powers; Gain Core Code: Spiritual Truths; +1 to cast with Spirit Powers; Spirit Echo (passive); Access to the outer ring of a College of Wizardry | find a Magus/Magi or higher to sponsor you • Pledge yourself to the (Core) Code of Wizardry: Spiritual Truths • join the outer ring of a College of Wizardry • Swear an Oath to your College of Wizardry |
• Sanctioned use of Tier 1 Powers • Gain Core Code: Spiritual Truths • +1 to cast with Spirit Powers • Spirit Echo (passive) • Access to the outer ring of a College of Wizardry |
College | Wizard | Honored Apprentice | 3 | Join a particular Order within your College of Wizardry; Pledge yourself to a Minor Code of your choice (or as specified by your Order); find a Magus/Magi or higher to sponsor you; Swear an Oath to your Order within College of Wizardry | Sanctioned use of Tier 2 Powers; Gain 1st Minor Code; +1 to cast with Spirit Powers; Access to the inner ring of a College of Wizardry | Join a particular Order within your College of Wizardry • Pledge yourself to a Minor Code of your choice (or as specified by your Order) • find a Magus/Magi or higher to sponsor you • Swear an Oath to your Order within College of Wizardry |
• Sanctioned use of Tier 2 Powers • Gain 1st Minor Code • +1 to cast with Spirit Powers • Access to the inner ring of a College of Wizardry |
College | Wizard | Savant | 6 | find a Grand Magus/Magi or higher to sponsor you and serve them as a ward; alternately could be a ward for other such persons of influence (i.e. noble house, royalty, etc…) | Sanctioned use of Tier 3 Powers; +2 to cast with Spirit powers; +1 Academic Secondary Skill Point | find a Grand Magus/Magi or higher to sponsor you and serve them as a ward • alternately could be a ward for other such persons of influence (i.e. noble house, royalty, etc…) |
• Sanctioned use of Tier 3 Powers • +2 to cast with Spirit powers • +1 Academic Secondary Skill Point |
College | Wizard | Magus/Magi | 9 | find an Istari or higher to sponsor you; Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order); pass a wizard test | Sanctioned use of Tier 4 Powers; Gain a Great Code or 2nd Minor Code; +3 to cast with Spirit powers; Volatile Magic (passive); may have a personal apprentice; often serve a person or household of influence outside of a College of Wizardry | find an Istari or higher to sponsor you • Pledge yourself to a Great Code (or 2nd Minor Code) of your choice (or as specified by your Order) • pass a wizard test |
• Sanctioned use of Tier 4 Powers • Gain a Great Code or 2nd Minor Code • +3 to cast with Spirit powers • Volatile Magic (passive) • may have a personal apprentice • often serve a person or household of influence outside of a College of Wizardry |
College | Wizard | Grand Magus/Magi | 13 | find an Istari or higher to sponsor you; pass a wizard test; must have served a person or household of influence | Sanctioned use of Tier 5 Powers; +3 to cast with Spirit powers; may have a personal apprentice and/or a Savant as a ward; may teach at a College of Wizardry; often also serve a person or household of great influence outside of a College of Wizardry | find an Istari or higher to sponsor you • pass a wizard test • must have served a person or household of influence |
• Sanctioned use of Tier 5 Powers • +3 to cast with Spirit powers • may have a personal apprentice and/or a Savant as a ward • may teach at a College of Wizardry • often also serve a person or household of great influence outside of a College of Wizardry |
College | Wizard | Istari | 16 | appointed by a council of Istari or the Wizard Lord; Pledge yourself to a Minor Code of your choice (or as specified by your Order); must pass a wizard test; must have spent time teaching at a College of Wizardry | Sanctioned use of Tier 6 Powers; Gain 2nd or 3rd Minor Code; +3 to cast with Spirit powers; may have a personal apprentice and/or a Savant as a ward; may oversee a College of Wizardry, though not required to if they are pledged to service of some great cause | appointed by a council of Istari or the Wizard Lord • Pledge yourself to a Minor Code of your choice (or as specified by your Order) • must pass a wizard test • must have spent time teaching at a College of Wizardry |
• Sanctioned use of Tier 6 Powers • Gain 2nd or 3rd Minor Code • +3 to cast with Spirit powers • may have a personal apprentice and/or a Savant as a ward • may oversee a College of Wizardry, though not required to if they are pledged to service of some great cause |
College | Wizard | Wizard Lord | 18 | must be given the title by an existing Wizard Lord of your order, resulting in their death; only one per order (school of spirit powers) | Sanctioned use of Tier 7 Powers; +2 to cast with Spirit powers; head of an Order of Wizards may have a personal apprentice and/or a Savant as a ward; may appoint Istari; may oversee several Colleges of wizardry | must be given the title by an existing Wizard Lord of your order, resulting in their death • only one per order (school of spirit powers) |
• Sanctioned use of Tier 7 Powers • +2 to cast with Spirit powers • head of an Order of Wizards may have a personal apprentice and/or a Savant as a ward • may appoint Istari • may oversee several Colleges of wizardry |
Outlaw | Wizard | Hedge Wizard | 1-20 | Having never sworn Oaths to a College of Wizardry or pledged themselves to the service of creation through their Order; Upholding the Oaths, Virtues, and Codes that would be typical for their class such as following a single School of Spirit Powers | Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order); Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards; | Having never sworn Oaths to a College of Wizardry or pledged themselves to the service of creation through their Order • Upholding the Oaths, Virtues, and Codes that would be typical for their class such as following a single School of Spirit Powers |
• Gain Codes at the minimum level requirement for non-outlawed titles (these may be temporarily revoked upon joining an order) • Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards • |
Outlaw | Wizard | Oathbroken | 1-20 | Intentionally leaving the authority of the Colleges of Wizardry; breaking of the Oaths that bind you to them (or vice versa); most often by using powers forbidden by your Order and/or learning powers from multiple schools of spirit powers | Gain Codes at the minimum level requirement for non-outlawed titles; with the exception of command/authority rewards, retain any other title rewards gained prior to becoming Oathbroken; Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards; may learn powers from any School of Spirit Powers; can no longer use Honor Oaths; will be relentlessly hunted by the Mage Wardens | Intentionally leaving the authority of the Colleges of Wizardry • breaking of the Oaths that bind you to them (or vice versa) • most often by using powers forbidden by your Order and/or learning powers from multiple schools of spirit powers |
• Gain Codes at the minimum level requirement for non-outlawed titles • with the exception of command/authority rewards, retain any other title rewards gained prior to becoming Oathbroken • Can follow any Codes available to Wizards that they choose (i.e. could have up to 3 minor codes instead of 2 minor and 1 great code) and do not need to follow Codes specified by any specific Order of Wizards • may learn powers from any School of Spirit Powers • can no longer use Honor Oaths • will be relentlessly hunted by the Mage Wardens |
Renown | Zealot | Believer | 1 | profess unrelenting belief in a Known/Accepted Faith witnessed by a T4 or higher Faith class belonging to the same Faith | Sacred Text (typically gifted by whomever led them to believe) | profess unrelenting belief in a Known/Accepted Faith witnessed by a T4 or higher Faith class belonging to the same Faith | • Sacred Text (typically gifted by whomever led them to believe) |
Renown | Zealot | Fanatic | 3 | feared/respected by 5+ people; must have broken a local law of some kind in the name of your beliefs | +2 to cast with Faith powers; Fanatical Beliefs (passive) | feared/respected by 5+ people • must have broken a local law of some kind in the name of your beliefs |
• +2 to cast with Faith powers • Fanatical Beliefs (passive) |
Renown | Zealot | Witch Hunter | 6 | feared/respected by 50+ people; Friendly or Unfriendly common reputation; Friendly or Unfriendly reputation with a religious Order of some kind; must have successfully hunted at least one Outlawed Faith class (i.e. Witch/Warlock, Heretic, Witch Doctor, Oathbroken, etc…) | +2 to cast with Faith powers; Lawless (passive); +1 Bounty Hunter Secondary Skill Point | feared/respected by 50+ people • Friendly or Unfriendly common reputation • Friendly or Unfriendly reputation with a religious Order of some kind • must have successfully hunted at least one Outlawed Faith class (i.e. Witch/Warlock, Heretic, Witch Doctor, Oathbroken, etc…) |
• +2 to cast with Faith powers • Lawless (passive) • +1 Bounty Hunter Secondary Skill Point |
Renown | Zealot | Confessor | 10 | feared/respected by 500+ people; Honored or Hostile common reputation; Honored or Hostile reputation with a religious Order of some kind; must have retrieved at least three unwilling confession | +2 to cast with Faith powers; Final Absolution (passive) | feared/respected by 500+ people • Honored or Hostile common reputation • Honored or Hostile reputation with a religious Order of some kind • must have retrieved at least three unwilling confession |
• +2 to cast with Faith powers • Final Absolution (passive) |
Renown | Zealot | Inquisitor | 13 | feared/respected by 5000+ people; Revered or Hated common reputation; Revered or Hated reputation with a religious Order of some kind; must have participated in an inquisition | +3 Fury Max; +2 to cast with Faith powers | feared/respected by 5000+ people • Revered or Hated common reputation • Revered or Hated reputation with a religious Order of some kind • must have participated in an inquisition |
• +3 Fury Max • +2 to cast with Faith powers |
Renown | Zealot | Grand Inquisitor | 17 | feared/respected by 50000+ people; Revered or Hated common reputation; Arch Nemesis or Unity reputation with a religious Order of some kind | +5 Fury Max; +2 to cast with Faith powers; can organize and lead large scale inquisitions | feared/respected by 50000+ people • Revered or Hated common reputation • Arch Nemesis or Unity reputation with a religious Order of some kind |
• +5 Fury Max • +2 to cast with Faith powers • can organize and lead large scale inquisitions |
Outlaw | Zealot | Heretic | 1-20 | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed; often as a result of being caught using Forbidden powers and/or mixing of powers | With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic; can use any Faith powers they choose (except for Opposing Faith Powers); Religious Orders may attempt to exile or execute you; will be pursued by Witch Hunters | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order, priesthood or monastic community for breaking away from their orthodoxy, doctrine or creed • often as a result of being caught using Forbidden powers and/or mixing of powers |
• With the exception of positions of governance, retain any other title rewards gained prior to becoming a Heretic • can use any Faith powers they choose (except for Opposing Faith Powers) • Religious Orders may attempt to exile or execute you • will be pursued by Witch Hunters |
Common Builds
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Additional Lore
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Notable Characters
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Demo Character
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