
While they can use a wide assortment of weapons, a true Weapon Master devotes their life and training to one specific weapon type, gaining mastery over it and in doing so spreading word of their skill and renown throughout the land. Weapon masters are typically born with a natural talent for a specific weapon type and must choose the path of Marksman, Sword Master, Hammerer, Axe Fiend or Reaper.
Marksmen are the undisputed masters of conventional ranged weaponry. Their skills with bows, crossbows, and throwing knives are without peer. Why bother with the messiness and inherent risk involved in facing an enemy in close combat when you can bring them down with a well-placed shot at a hundred paces? While their dedication to their craft makes them lethal at range, it also makes them quite vulnerable in close combat. They are often found in the company of tough melee fighters that can keep foes distracted while they rain death down upon them.
A Marksman’s skill set makes them very popular among commoners. They can often be found in busy town squares dazzling the locals out of their hard earned coin by shooting apples off the town drunks head or painting a halo of knives around the head of some pretty young lady. Despite being great entertainers, their lethality should never be underestimated. With just a minor adjustment that crowd-pleasing arrow could end a life in an instant. This makes them valued among military commanders who employ Marksmen to train new recruits, take down high profile targets, and even command units of bowmen on the battlefield.
Meanwhile, melee focused Weapon Masters tend to be less concerned with proving themselves to the masses and instead seek the recognition of others masters of their craft. Often it is seen as a mark of true mastery to wield the largest and most overbearing versions of their chosen weapons. As such, Weapon Masters are often found using two-handed weapons, though some may choose to dual wield as well. Swordmasters learn to use their weapon for both offensive and defensive, a dance of impenetrable steel and deadly attacks. Hammerers bring to bear the immense power of bludgeon weapons, crushing their foe before them. Axe Fiends are feared and respected, known for brutal critical hits and a penchant for severing body parts. Reapers use the reach of their weapons to hold their enemies at bay, while delivering punishing blows.
Whatever path they choose, Weapon Masters live and die by the weapons they wield.
Contents
Class Overview
Typical Roles: Ranged Damage, Melee Damage, Tank
Damage Types: Physical
Class Mechanic: Vigor and Focus
Available Races | Initial Gold |
---|---|
Anakim | 154.0 |
Centaur | 165.0 |
Dwarf | 192.5 |
Gnome | 154.0 |
Half-elf | 126.5 |
Half-orc | 104.5 |
Halfling | 148.5 |
High Elf | 176.0 |
Human | 165.0 |
Kayden | 115.5 |
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 | Weapon Master |
---|---|
STRENGTH | 12 |
AGILITY | 12 |
STAMINA | 10 |
INTELLECT | 9 |
WISDOM | 9 |
AVOIDANCE | 10 |
PERCEPTION | 12 |
RESOLVE | 11 |
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, Leather
Trainable Armor Proficiency: Mail
Natural Weapon Proficiency: Knives, Swords, Bludgeons, Axes
Trainable Weapon Proficiency: Swords (2-Handed), Bludgeons (2-Handed), Axes (2-Handed), Polearms, Staves, Whips, Bows, Crossbows, Firearms
See Equipment section for details. When using weapons or armor 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: Marksman, Sword Master, Hammerer, Axe Fiend, or Reaper (choose one)
Class Secondary Skill: Fletcher, Combat Specialist, or Weapon Specialist (based on the weapon you choose to master, see Class Passives)
Primary Skills
Focus
Though not always seen as such, to gain mastery with a specific weapon is a martial art unto itself and much of a Weapon Master’s Focus is directed towards honing the skills required to wield their weapon of choice. While much emphasis is placed on either ranged or melee weapon skills, a weapon master can also be adept at defense skills as well. Though typically there is no formalized training, as a Weapon Master travels the land wowing audiences, seeking new foes to test their skills against or hiring themselves out to the highest bidder, they cross paths with many other students of the martial arts and can sometimes learn new skills from them. Weapon Masters 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: unavailable
- Kick: unavailable
- Armed: 30 skill points
- Ranged: 30 skill points
- Defense: 15 skill points
New focus skills require training unless they are upgrades (i.e. Rank1 Head Shot -> Rank2 Head Shot), see Learning New Focus Skills for details
Vigor
Learning new Vigor Skills is a function of training. The simplest way to learn a new Vigor skill is to pay a Combat Trainer to teach the skill that is of interest. However, a Weapon Master can also pick up new skills from an experienced fellow Weapon Master, Warrior, Soldier, Ranger or other Vigor class. Once a skill is learned, it can be improved simply though repeated use.
New vigor skills require training unless they are upgrades (i.e. Offensive Stance -> Improved Offensive Stance), see Learning New Vigor Skills for details.
Level Ups
Weapon Masters use the following chart for levelling up:
HP Dice (Regular): Small Race (1d8), Medium Race (1d10), Large Race (1d12)
Class | Mechanic1 | Mechanic2 | Level | Experience Required | Secondary Skill Points | Free Stat Training | Max HP | Class Resources | Class Skills | Resource1 | Resource2 | Skill1 | Skill2 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Assassin | SPIRIT | STEALTH | 0 | n/a | race (+1) class (+1) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
Set equal to STAM | Vigor Max (n/a) | Pick 2 level 0 Vigor skills Select 3 Tier 0 powers from your Faith path |
Vigor Max (n/a) | Pick 2 level 0 Vigor skills | Select 3 Tier 0 powers from your Faith path | ||
Cleric | VIGOR | FAITH | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 0.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 1 | (+2) Vigor skills | (+2) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 3 | 80 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 1.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 2 | (+2) Vigor skills | (+2) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 2.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 6 | 440 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 3 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 3.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 4 | (+2) Vigor skills | (+2) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 9 | 1,230 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 4.5 | (+2) Vigor skills | (+2) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 | (+2) Vigor skills (+2) Memorized Faith Powers |
Vigor Max = STR x 5 | (+2) Vigor skills | (+2) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 5.3 | (+1) Vigor skills | (+1) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 12 | 2,750 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 5.5 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 5.8 | (+1) Vigor skills | (+1) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6 | (+1) Vigor skills | (+1) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 15 | 5,390 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6.3 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6.5 | (+1) Vigor skills | (+1) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 6.8 | (+1) Vigor skills | (+1) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 18 | 9,680 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 7 | (+1) Vigor skills | (+1) Memorized Faith Powers | |
Cleric | VIGOR | FAITH | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 7.3 | (+1) Vigor skills | (+1) Memorized Faith Powers | ||
Cleric | VIGOR | FAITH | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 | (+1) Vigor skills (+1) Memorized Faith Powers |
Vigor Max = STR x 7.5 | (+1) Vigor skills | (+1) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Spirit Max (1d8) | Gain all Tier 0 powers for your class Select 3 Tier 0 powers from your Faith path |
Spirit Max (1d8) | Gain all Tier 0 powers for your class | Select 3 Tier 0 powers from your Faith path | ||
Druid | SPIRIT | FAITH | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 3 | 80 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 6 | 440 | (+1) | Intellect | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 9 | 1,230 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+2) Memorized Spirit Powers (+2) Memorized Faith Powers |
Spirit Max (+1d8) | (+2) Memorized Spirit Powers | (+2) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 12 | 2,750 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 15 | 5,390 | (+1) | Intellect | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 18 | 9,680 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | |
Druid | SPIRIT | FAITH | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | ||
Druid | SPIRIT | FAITH | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Memorized Spirit Powers (+1) Memorized Faith Powers |
Spirit Max (+1d8) | (+1) Memorized Spirit Powers | (+1) Memorized Faith Powers | ||
Guardian | HONOR | VIGOR | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Vigor Max (n/a) | Pick 2 level 0 Vigor skills | Vigor Max (n/a) | Pick 2 level 0 Vigor skills | |||
Guardian | HONOR | VIGOR | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 | (+2) Vigor skills | Vigor Max = STR x 0.5 | (+2) Vigor skills | |||
Guardian | HONOR | VIGOR | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 | (+2) Vigor skills | Vigor Max = STR x 1 | (+2) Vigor skills | |||
Guardian | HONOR | VIGOR | 3 | 80 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 1.5 | (+1) Honor code point | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 2 | (+1) Honor code point | (+2) Vigor skills | ||
Guardian | HONOR | VIGOR | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 2.5 | (+1) Honor code point | (+2) Vigor skills | ||
Guardian | HONOR | VIGOR | 6 | 440 | (+1) | Perception | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 3 | (+1) Honor code point | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 3.5 | (+1) Honor code point | (+2) Vigor skills | ||
Guardian | HONOR | VIGOR | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 4 | (+1) Honor code point | (+2) Vigor skills | ||
Guardian | HONOR | VIGOR | 9 | 1,230 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 4.5 | (+1) Honor code point | (+2) Vigor skills | |
Guardian | HONOR | VIGOR | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 | (+1) Honor code point (+2) Vigor skills |
Vigor Max = STR x 5 | (+1) Honor code point | (+2) Vigor skills | ||
Guardian | HONOR | VIGOR | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 5.3 | (+1) Honor code point | (+1) Vigor skills | ||
Guardian | HONOR | VIGOR | 12 | 2,750 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 5.5 | (+1) Honor code point | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 5.8 | (+1) Honor code point | (+1) Vigor skills | ||
Guardian | HONOR | VIGOR | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 6 | (+1) Honor code point | (+1) Vigor skills | ||
Guardian | HONOR | VIGOR | 15 | 5,390 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 6.3 | (+1) Honor code point | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 6.5 | (+1) Honor code point | (+1) Vigor skills | ||
Guardian | HONOR | VIGOR | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 6.8 | (+1) Honor code point | (+1) Vigor skills | ||
Guardian | HONOR | VIGOR | 18 | 9,680 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 7 | (+1) Honor code point | (+1) Vigor skills | |
Guardian | HONOR | VIGOR | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 7.3 | (+1) Honor code point | (+1) Vigor skills | ||
Guardian | HONOR | VIGOR | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 | (+1) Honor code point (+1) Vigor skills |
Vigor Max = STR x 7.5 | (+1) Honor code point | (+1) Vigor skills | ||
Knight | HONOR | HONOR | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | |||||||
Knight | HONOR | HONOR | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 3 | 80 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | |||
Knight | HONOR | HONOR | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 6 | 440 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | |||
Knight | HONOR | HONOR | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 9 | 1,230 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | |||
Knight | HONOR | HONOR | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 12 | 2,750 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | |||
Knight | HONOR | HONOR | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 15 | 5,390 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | |||
Knight | HONOR | HONOR | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 18 | 9,680 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | |||
Knight | HONOR | HONOR | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Knight | HONOR | HONOR | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point | (+1) Honor code point | (+1) Honor code point | ||||
Mage | SPIRIT | SPIRIT | 0 | n/a | race (+1) class (+1) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
Set equal to STAM | Focus Max (n/a) | (+1) Racial Focus skill point | Focus Max (n/a) | Focus Max (n/a) | (+1) Racial Focus skill point | (+1) Racial Focus skill point | |
Martial Artist | FOCUS | FOCUS | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 0.5 | (+2) Focus skill points | Focus Max = RES/2 + 0.5 | Focus Max = RES/2 + 0.5 | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 1 | (+2) Focus skill points | Focus Max = RES/2 + 1 | Focus Max = RES/2 + 1 | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 3 | 80 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 1.5 | (+2) Focus skill points, Unarmed Alacrity (passive) | Focus Max = RES/2 + 1.5 | Focus Max = RES/2 + 1.5 | (+2) Focus skill points, Unarmed Alacrity (passive) | (+2) Focus skill points, Unarmed Alacrity (passive) |
Martial Artist | FOCUS | FOCUS | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 2 | (+2) Focus skill points | Focus Max = RES/2 + 2 | Focus Max = RES/2 + 2 | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 2.5 | (+2) Focus skill points | Focus Max = RES/2 + 2.5 | Focus Max = RES/2 + 2.5 | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 6 | 440 | (+1) | Avoidance | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 3 | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | Focus Max = RES/2 + 3 | Focus Max = RES/2 + 3 | (+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) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 3.5 | (+2) Focus skill points | Focus Max = RES/2 + 3.5 | Focus Max = RES/2 + 3.5 | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 4 | (+2) Focus skill points | Focus Max = RES/2 + 4 | Focus Max = RES/2 + 4 | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 9 | 1,230 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 4.5 | (+2) Focus skill points, Double Reaction (passive) | Focus Max = RES/2 + 4.5 | Focus Max = RES/2 + 4.5 | (+2) Focus skill points, Double Reaction (passive) | (+2) Focus skill points, Double Reaction (passive) |
Martial Artist | FOCUS | FOCUS | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 5 | (+2) Focus skill points | Focus Max = RES/2 + 5 | Focus Max = RES/2 + 5 | (+2) Focus skill points | (+2) Focus skill points | |
Martial Artist | FOCUS | FOCUS | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 5.5 | (+1) Focus skill point, Extra Attack (passive) | Focus Max = RES/2 + 5.5 | Focus Max = RES/2 + 5.5 | (+1) Focus skill point, Extra Attack (passive) | (+1) Focus skill point, Extra Attack (passive) | |
Martial Artist | FOCUS | FOCUS | 12 | 2,750 | (+1) | Agility | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 6 | (+1) Focus skill point | Focus Max = RES/2 + 6 | Focus Max = RES/2 + 6 | (+1) Focus skill point | (+1) Focus skill point |
Martial Artist | FOCUS | FOCUS | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 6.5 | (+1) Focus skill point | Focus Max = RES/2 + 6.5 | Focus Max = RES/2 + 6.5 | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 7 | (+1) Focus skill point | Focus Max = RES/2 + 7 | Focus Max = RES/2 + 7 | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 15 | 5,390 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 7.5 | (+1) Focus skill point | Focus Max = RES/2 + 7.5 | Focus Max = RES/2 + 7.5 | (+1) Focus skill point | (+1) Focus skill point |
Martial Artist | FOCUS | FOCUS | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 8 | (+1) Focus skill point | Focus Max = RES/2 + 8 | Focus Max = RES/2 + 8 | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 8.5 | (+1) Focus skill point | Focus Max = RES/2 + 8.5 | Focus Max = RES/2 + 8.5 | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 18 | 9,680 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 9 | (+1) Focus skill point | Focus Max = RES/2 + 9 | Focus Max = RES/2 + 9 | (+1) Focus skill point | (+1) Focus skill point |
Martial Artist | FOCUS | FOCUS | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 9.5 | (+1) Focus skill point | Focus Max = RES/2 + 9.5 | Focus Max = RES/2 + 9.5 | (+1) Focus skill point | (+1) Focus skill point | |
Martial Artist | FOCUS | FOCUS | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 10 | (+1) Focus skill point | Focus Max = RES/2 + 10 | Focus Max = RES/2 + 10 | (+1) Focus skill point | (+1) Focus skill point | |
Monk | FAITH | STEALTH | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Base Stealth (n/a) | Select 3 Tier 0 powers from your Faith path Rank1 of 2 Stealth skills from primary discipline |
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) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 0.5 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 0.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | ||
Monk | FAITH | STEALTH | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 1 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 1 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | ||
Monk | FAITH | STEALTH | 3 | 80 | (+1) | Avoidance | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 1.5 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 1.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 2 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 2 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | ||
Monk | FAITH | STEALTH | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 2.5 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 3 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 3 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 3.5 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 3.5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | ||
Monk | FAITH | STEALTH | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 4 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 4.5 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 5 | (+2) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 5 | (+2) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | ||
Monk | FAITH | STEALTH | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 5.5 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 6 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 6 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 6.5 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 7 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 7.5 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 8 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 8 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | ||
Monk | FAITH | STEALTH | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 8.5 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 9 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 9 | (+1) Memorized Faith Powers | (+3) Stealth skills, min. 1 in primary discipline | |
Monk | FAITH | STEALTH | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 9.5 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 10 | (+1) Memorized Faith Powers (+3) Stealth skills, min. 1 in primary discipline |
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) |
Set equal to STAM | Base Stealth (n/a) Focus Max (n/a) |
Rank1 of 2 Stealth skills from primary discipline (+1) Racial Focus skill point |
Base Stealth (n/a) | Focus Max (n/a) | Rank1 of 2 Stealth skills from primary discipline | (+1) Racial Focus skill point | |
Ninja | STEALTH | FOCUS | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 0.5 Focus Max = RES/2 + 0.5 |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 0.5 | Focus Max = RES/2 + 0.5 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 1 Focus Max = RES/2 + 1 |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 1 | Focus Max = RES/2 + 1 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 3 | 80 | (+1) | Avoidance | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 1.5 Focus Max = RES/2 + 1.5 |
(+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 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points & (+1) Racial Focus skill point |
Ninja | STEALTH | FOCUS | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 2 Focus Max = RES/2 + 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 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Ninja | STEALTH | FOCUS | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 2.5 Focus Max = RES/2 + 2.5 |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 2.5 | Focus Max = RES/2 + 2.5 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 6 | 440 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 3 Focus Max = RES/2 + 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 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points & (+1) Racial Focus skill point |
Ninja | STEALTH | FOCUS | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 3.5 Focus Max = RES/2 + 3.5 |
(+3) Stealth skills, min. 1 in primary discipline (+2) Focus skill points |
Base Stealth = AVD/2 + 3.5 | Focus Max = RES/2 + 3.5 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points | |
Ninja | STEALTH | FOCUS | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 4 Focus Max = RES/2 + 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 | (+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 | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 4.5 Focus Max = RES/2 + 4.5 |
(+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 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points & (+1) Racial Focus skill point |
Ninja | STEALTH | FOCUS | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 5 Focus Max = RES/2 + 5 |
(+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 | (+3) Stealth skills, min. 1 in primary discipline | (+2) Focus skill points, Double Reaction (passive) | |
Ninja | STEALTH | FOCUS | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 5.5 Focus Max = RES/2 + 5.5 |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 5.5 | Focus Max = RES/2 + 5.5 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 12 | 2,750 | (+1) | Agility | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 6 Focus Max = RES/2 + 6 |
(+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 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point, Extra Attack (passive) |
Ninja | STEALTH | FOCUS | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 6.5 Focus Max = RES/2 + 6.5 |
(+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 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point & (+1) Racial Focus skill point | |
Ninja | STEALTH | FOCUS | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 7 Focus Max = RES/2 + 7 |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 7 | Focus Max = RES/2 + 7 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 15 | 5,390 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 7.5 Focus Max = RES/2 + 7.5 |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 7.5 | Focus Max = RES/2 + 7.5 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point |
Ninja | STEALTH | FOCUS | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 8 Focus Max = RES/2 + 8 |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 8 | Focus Max = RES/2 + 8 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 8.5 Focus Max = RES/2 + 8.5 |
(+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 | (+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 | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 9 Focus Max = RES/2 + 9 |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 9 | Focus Max = RES/2 + 9 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point |
Ninja | STEALTH | FOCUS | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 9.5 Focus Max = RES/2 + 9.5 |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 9.5 | Focus Max = RES/2 + 9.5 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Ninja | STEALTH | FOCUS | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 10 Focus Max = RES/2 + 10 |
(+3) Stealth skills, min. 1 in primary discipline (+1) Focus skill point |
Base Stealth = AVD/2 + 10 | Focus Max = RES/2 + 10 | (+3) Stealth skills, min. 1 in primary discipline | (+1) Focus skill point | |
Paladin | HONOR | FAITH | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Gain all Tier 0 powers for your class as Runic Tattoos | Gain all Tier 0 powers for your class as Runic Tattoos | |||||
Paladin | HONOR | FAITH | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+3) Runic Tattoos | (+3) Runic Tattoos | |||||
Paladin | HONOR | FAITH | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+3) Runic Tattoos | (+3) Runic Tattoos | |||||
Paladin | HONOR | FAITH | 3 | 80 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | |||
Paladin | HONOR | FAITH | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 6 | 440 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | |||
Paladin | HONOR | FAITH | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 9 | 1,230 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | |||
Paladin | HONOR | FAITH | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+3) Runic Tattoos |
(+1) Honor code point | (+3) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 12 | 2,750 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | |||
Paladin | HONOR | FAITH | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 15 | 5,390 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | |||
Paladin | HONOR | FAITH | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 18 | 9,680 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | |||
Paladin | HONOR | FAITH | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | ||||
Paladin | HONOR | FAITH | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Honor code point (+2) Runic Tattoos |
(+1) Honor code point | (+2) Runic Tattoos | ||||
Pit-Fighter | FURY | FOCUS | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Fury Max (n/a) Focus Max (n/a) |
Pick 2 level 0 Fury skills (+1) Racial Focus skill point |
Fury Max (n/a) | Focus Max (n/a) | Pick 2 level 0 Fury skills | (+1) Racial Focus skill point | |
Pit-Fighter | FURY | FOCUS | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 Focus Max = RES/2 + 0.5 |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 0.58 | Focus Max = RES/2 + 0.5 | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 Focus Max = RES/2 + 1 |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 0.8 | Focus Max = RES/2 + 1 | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 3 | 80 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 Focus Max = RES/2 + 1.5 |
(+2) Fury skills (+2) Focus skill points & (+1) Racial Focus skill point |
Fury Max = STAM x 1.0 | Focus Max = RES/2 + 1.5 | (+2) Fury skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Pit-Fighter | FURY | FOCUS | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 Focus Max = RES/2 + 2 |
(+2) Fury skills (+2) Focus skill points, Unarmed Alacrity (passive) |
Fury Max = STAM x 1.18 | Focus Max = RES/2 + 2 | (+2) Fury skills | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Pit-Fighter | FURY | FOCUS | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 Focus Max = RES/2 + 2.5 |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 1.35 | Focus Max = RES/2 + 2.5 | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 6 | 440 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 Focus Max = RES/2 + 3 |
(+2) Fury skills (+2) Focus skill points & (+1) Racial Focus skill point |
Fury Max = STAM x 1.5 | Focus Max = RES/2 + 3 | (+2) Fury skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Pit-Fighter | FURY | FOCUS | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 Focus Max = RES/2 + 3.5 |
(+2) Fury skills (+2) Focus skill points |
Fury Max = STAM x 1.65 | Focus Max = RES/2 + 3.5 | (+2) Fury skills | (+2) Focus skill points | |
Pit-Fighter | FURY | FOCUS | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 Focus Max = RES/2 + 4 |
(+2) Fury skills (+2) Focus skill points, One-Against-Many (passive) |
Fury Max = STAM x 1.8 | Focus Max = RES/2 + 4 | (+2) Fury skills | (+2) Focus skill points, One-Against-Many (passive) | |
Pit-Fighter | FURY | FOCUS | 9 | 1,230 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 Focus Max = RES/2 + 4.5 |
(+2) Fury skills (+2) Focus skill points & (+1) Racial Focus skill point |
Fury Max = STAM x 1.94 | Focus Max = RES/2 + 4.5 | (+2) Fury skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Pit-Fighter | FURY | FOCUS | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 Focus Max = RES/2 + 5 |
(+2) Fury skills (+2) Focus skill points, Double Reaction (passive) |
Fury Max = STAM x 2.08 | Focus Max = RES/2 + 5 | (+2) Fury skills | (+2) Focus skill points, Double Reaction (passive) | |
Pit-Fighter | FURY | FOCUS | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 Focus Max = RES/2 + 5.5 |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.21 | Focus Max = RES/2 + 5.5 | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 12 | 2,750 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 Focus Max = RES/2 + 6 |
(+1) Fury skills (+1) Focus skill point, Extra Attack (passive) |
Fury Max = STAM x 2.35 | Focus Max = RES/2 + 6 | (+1) Fury skills | (+1) Focus skill point, Extra Attack (passive) |
Pit-Fighter | FURY | FOCUS | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 Focus Max = RES/2 + 6.5 |
(+1) Fury skills (+1) Focus skill point & (+1) Racial Focus skill point |
Fury Max = STAM x 2.48 | Focus Max = RES/2 + 6.5 | (+1) Fury skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Pit-Fighter | FURY | FOCUS | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 Focus Max = RES/2 + 7 |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.6 | Focus Max = RES/2 + 7 | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 15 | 5,390 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 Focus Max = RES/2 + 7.5 |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.73 | Focus Max = RES/2 + 7.5 | (+1) Fury skills | (+1) Focus skill point |
Pit-Fighter | FURY | FOCUS | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 Focus Max = RES/2 + 8 |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 2.86 | Focus Max = RES/2 + 8 | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 Focus Max = RES/2 + 8.5 |
(+1) Fury skills (+1) Focus skill point & (+1) Racial Focus skill point |
Fury Max = STAM x 2.98 | Focus Max = RES/2 + 8.5 | (+1) Fury skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Pit-Fighter | FURY | FOCUS | 18 | 9,680 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 Focus Max = RES/2 + 9 |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 3.1 | Focus Max = RES/2 + 9 | (+1) Fury skills | (+1) Focus skill point |
Pit-Fighter | FURY | FOCUS | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 Focus Max = RES/2 + 9.5 |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 3.22 | Focus Max = RES/2 + 9.5 | (+1) Fury skills | (+1) Focus skill point | |
Pit-Fighter | FURY | FOCUS | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 Focus Max = RES/2 + 10 |
(+1) Fury skills (+1) Focus skill point |
Fury Max = STAM x 3.34 | Focus Max = RES/2 + 10 | (+1) Fury skills | (+1) Focus skill point | |
Priest | FAITH | FAITH | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Select 5 Tier 0 powers from your Faith path | Select 5 Tier 0 powers from your Faith path | Select 5 Tier 0 powers from your Faith path | ||||
Priest | FAITH | FAITH | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 3 | 80 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd up) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |||
Priest | FAITH | FAITH | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 6 | 440 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |||
Priest | FAITH | FAITH | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 9 | 1,230 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | |||
Priest | FAITH | FAITH | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | (+2) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 12 | 2,750 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |||
Priest | FAITH | FAITH | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 15 | 5,390 | (+1) | Intellect | Gain HP Dice + STAM/2 (rnd up) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |||
Priest | FAITH | FAITH | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 18 | 9,680 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | |||
Priest | FAITH | FAITH | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | ||||
Priest | FAITH | FAITH | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | (+1) Memorized Faith Powers | ||||
Ranger | VIGOR | STEALTH | 0 | n/a | race (+1) class (+1) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
Set equal to STAM | Spirit Max (1d8) Focus Max (n/a) |
Gain all Tier 0 powers for your class as Runic Tattoos (+1) Racial Focus skill point |
Spirit Max (1d8) | Focus Max (n/a) | Gain all Tier 0 powers for your class as Runic Tattoos | (+1) Racial Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 0.5 |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 0.5 | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 1 |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 1 | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 3 | 80 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 1.5 |
(+3) Runic Tattoos (+2) Focus skill points & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 1.5 | (+3) Runic Tattoos | (+2) Focus skill points & (+1) Racial Focus skill point |
Runeweaver | SPIRIT | FOCUS | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 2 |
(+3) Runic Tattoos (+2) Focus skill points, Unarmed Alacrity (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 2 | (+3) Runic Tattoos | (+2) Focus skill points, Unarmed Alacrity (passive) | |
Runeweaver | SPIRIT | FOCUS | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 2.5 |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 2.5 | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 6 | 440 | (+1) | Agility | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 3 |
(+3) Runic Tattoos (+2) Focus skill points & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 3 | (+3) Runic Tattoos | (+2) Focus skill points & (+1) Racial Focus skill point |
Runeweaver | SPIRIT | FOCUS | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 3.5 |
(+3) Runic Tattoos (+2) Focus skill points |
Spirit Max (+1d8) | Focus Max = RES/2 + 3.5 | (+3) Runic Tattoos | (+2) Focus skill points | |
Runeweaver | SPIRIT | FOCUS | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 4 |
(+3) Runic Tattoos (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 4 | (+3) Runic Tattoos | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | |
Runeweaver | SPIRIT | FOCUS | 9 | 1,230 | (+1) | Intellect | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 4.5 |
(+3) Runic Tattoos (+2) Focus skill points & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 4.5 | (+3) Runic Tattoos | (+2) Focus skill points & (+1) Racial Focus skill point |
Runeweaver | SPIRIT | FOCUS | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 5 |
(+3) Runic Tattoos (+2) Focus skill points, Double Reaction (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 5 | (+3) Runic Tattoos | (+2) Focus skill points, Double Reaction (passive) | |
Runeweaver | SPIRIT | FOCUS | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 5.5 |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 5.5 | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 12 | 2,750 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 6 |
(+2) Runic Tattoos (+1) Focus skill point, Extra Attack (passive) |
Spirit Max (+1d8) | Focus Max = RES/2 + 6 | (+2) Runic Tattoos | (+1) Focus skill point, Extra Attack (passive) |
Runeweaver | SPIRIT | FOCUS | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 6.5 |
(+2) Runic Tattoos (+1) Focus skill point & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 6.5 | (+2) Runic Tattoos | (+1) Focus skill point & (+1) Racial Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 7 |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 7 | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 15 | 5,390 | (+1) | Intellect | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 7.5 |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 7.5 | (+2) Runic Tattoos | (+1) Focus skill point |
Runeweaver | SPIRIT | FOCUS | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 8 |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 8 | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 8.5 |
(+2) Runic Tattoos (+1) Focus skill point & (+1) Racial Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 8.5 | (+2) Runic Tattoos | (+1) Focus skill point & (+1) Racial Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 18 | 9,680 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 9 |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 9 | (+2) Runic Tattoos | (+1) Focus skill point |
Runeweaver | SPIRIT | FOCUS | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) Focus Max = RES/2 + 9.5 |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 9.5 | (+2) Runic Tattoos | (+1) Focus skill point | |
Runeweaver | SPIRIT | FOCUS | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) Focus Max = RES/2 + 10 |
(+2) Runic Tattoos (+1) Focus skill point |
Spirit Max (+1d8) | Focus Max = RES/2 + 10 | (+2) Runic Tattoos | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Focus Max (n/a) | Focus Max (n/a) | (+1) Racial Focus skill point | ||||
Samurai | HONOR | FOCUS | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 0.5 | (+2) Focus skill points | Focus Max = RES/2 + 0.5 | (+2) Focus skill points | |||
Samurai | HONOR | FOCUS | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 1 | (+1) Honor code point (+2) Focus skill points |
Focus Max = RES/2 + 1 | (+1) Honor code point | (+2) Focus skill points | ||
Samurai | HONOR | FOCUS | 3 | 80 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 1.5 | (+1) Honor code point (+2) Focus skill points & (+1) Racial Focus skill point |
Focus Max = RES/2 + 1.5 | (+1) Honor code point | (+2) Focus skill points & (+1) Racial Focus skill point | |
Samurai | HONOR | FOCUS | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 2 | (+1) Honor code point (+2) Focus skill points, Unarmed Alacrity (passive) |
Focus Max = RES/2 + 2 | (+1) Honor code point | (+2) Focus skill points, Unarmed Alacrity (passive) | ||
Samurai | HONOR | FOCUS | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 2.5 | (+1) Honor code point (+2) Focus skill points |
Focus Max = RES/2 + 2.5 | (+1) Honor code point | (+2) Focus skill points | ||
Samurai | HONOR | FOCUS | 6 | 440 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 3 | (+1) Honor code point (+2) Focus skill points & (+1) Racial Focus skill point |
Focus Max = RES/2 + 3 | (+1) Honor code point | (+2) Focus skill points & (+1) Racial Focus skill point | |
Samurai | HONOR | FOCUS | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 3.5 | (+1) Honor code point (+2) Focus skill points |
Focus Max = RES/2 + 3.5 | (+1) Honor code point | (+2) Focus skill points | ||
Samurai | HONOR | FOCUS | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 4 | (+1) Honor code point (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Focus Max = RES/2 + 4 | (+1) Honor code point | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | ||
Samurai | HONOR | FOCUS | 9 | 1,230 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 4.5 | (+1) Honor code point (+2) Focus skill points & (+1) Racial Focus skill point |
Focus Max = RES/2 + 4.5 | (+1) Honor code point | (+2) Focus skill points & (+1) Racial Focus skill point | |
Samurai | HONOR | FOCUS | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 5 | (+1) Honor code point (+2) Focus skill points, Double Reaction (passive) |
Focus Max = RES/2 + 5 | (+1) Honor code point | (+2) Focus skill points, Double Reaction (passive) | ||
Samurai | HONOR | FOCUS | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 5.5 | (+1) Honor code point (+1) Focus skill point |
Focus Max = RES/2 + 5.5 | (+1) Honor code point | (+1) Focus skill point | ||
Samurai | HONOR | FOCUS | 12 | 2,750 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 6 | (+1) Honor code point (+1) Focus skill point, Extra Attack (passive) |
Focus Max = RES/2 + 6 | (+1) Honor code point | (+1) Focus skill point, Extra Attack (passive) | |
Samurai | HONOR | FOCUS | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 6.5 | (+1) Honor code point (+1) Focus skill point & (+1) Racial Focus skill point |
Focus Max = RES/2 + 6.5 | (+1) Honor code point | (+1) Focus skill point & (+1) Racial Focus skill point | ||
Samurai | HONOR | FOCUS | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 7 | (+1) Honor code point (+1) Focus skill point |
Focus Max = RES/2 + 7 | (+1) Honor code point | (+1) Focus skill point | ||
Samurai | HONOR | FOCUS | 15 | 5,390 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 7.5 | (+1) Honor code point (+1) Focus skill point |
Focus Max = RES/2 + 7.5 | (+1) Honor code point | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 8 | (+1) Honor code point (+1) Focus skill point |
Focus Max = RES/2 + 8 | (+1) Honor code point | (+1) Focus skill point | ||
Samurai | HONOR | FOCUS | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 8.5 | (+1) Honor code point (+1) Focus skill point & (+1) Racial Focus skill point |
Focus Max = RES/2 + 8.5 | (+1) Honor code point | (+1) Focus skill point & (+1) Racial Focus skill point | ||
Samurai | HONOR | FOCUS | 18 | 9,680 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 9 | (+1) Honor code point (+1) Focus skill point |
Focus Max = RES/2 + 9 | (+1) Honor code point | (+1) Focus skill point | |
Samurai | HONOR | FOCUS | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 9.5 | (+1) Honor code point (+1) Focus skill point |
Focus Max = RES/2 + 9.5 | (+1) Honor code point | (+1) Focus skill point | ||
Samurai | HONOR | FOCUS | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 10 | (+1) Honor code point (+1) Focus skill point |
Focus Max = RES/2 + 10 | (+1) Honor code point | (+1) Focus skill point | ||
Shaman | FURY | SPIRIT | 0 | n/a | race (+1) class (+1) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
Set equal to STAM | Focus Max (n/a) | Gain all Tier 0 powers for your class (+1) Racial Focus skill point |
Focus Max (n/a) | Gain all Tier 0 powers for your class | (+1) Racial Focus skill point | ||
Shaolin | FAITH | FOCUS | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 0.5 | (+2) Mastered Spirit Powers (+2) Focus skill points |
Focus Max = RES/2 + 0.5 | (+2) Mastered Spirit Powers | (+2) Focus skill points | ||
Shaolin | FAITH | FOCUS | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 1 | (+2) Mastered Spirit Powers (+2) Focus skill points |
Focus Max = RES/2 + 1 | (+2) Mastered Spirit Powers | (+2) Focus skill points | ||
Shaolin | FAITH | FOCUS | 3 | 80 | (+1) | Agility | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 1.5 | (+2) Mastered Spirit Powers (+2) Focus skill points & (+1) Racial Focus skill point |
Focus Max = RES/2 + 1.5 | (+2) Mastered Spirit Powers | (+2) Focus skill points & (+1) Racial Focus skill point | |
Shaolin | FAITH | FOCUS | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 2 | (+2) Mastered Spirit Powers (+2) Focus skill points, Unarmed Alacrity (passive) |
Focus Max = RES/2 + 2 | (+2) Mastered Spirit Powers | (+2) Focus skill points, Unarmed Alacrity (passive) | ||
Shaolin | FAITH | FOCUS | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 2.5 | (+2) Mastered Spirit Powers (+2) Focus skill points |
Focus Max = RES/2 + 2.5 | (+2) Mastered Spirit Powers | (+2) Focus skill points | ||
Shaolin | FAITH | FOCUS | 6 | 440 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 3 | (+2) Mastered Spirit Powers (+2) Focus skill points & (+1) Racial Focus skill point |
Focus Max = RES/2 + 3 | (+2) Mastered Spirit Powers | (+2) Focus skill points & (+1) Racial Focus skill point | |
Shaolin | FAITH | FOCUS | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 3.5 | (+2) Mastered Spirit Powers (+2) Focus skill points |
Focus Max = RES/2 + 3.5 | (+2) Mastered Spirit Powers | (+2) Focus skill points | ||
Shaolin | FAITH | FOCUS | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 4 | (+2) Mastered Spirit Powers (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) |
Focus Max = RES/2 + 4 | (+2) Mastered Spirit Powers | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | ||
Shaolin | FAITH | FOCUS | 9 | 1,230 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 4.5 | (+2) Mastered Spirit Powers (+2) Focus skill points & (+1) Racial Focus skill point |
Focus Max = RES/2 + 4.5 | (+2) Mastered Spirit Powers | (+2) Focus skill points & (+1) Racial Focus skill point | |
Shaolin | FAITH | FOCUS | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 5 | (+2) Mastered Spirit Powers (+2) Focus skill points, Double Reaction (passive) |
Focus Max = RES/2 + 5 | (+2) Mastered Spirit Powers | (+2) Focus skill points, Double Reaction (passive) | ||
Shaolin | FAITH | FOCUS | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 5.5 | (+1) Mastered Spirit Powers (+1) Focus skill point |
Focus Max = RES/2 + 5.5 | (+1) Mastered Spirit Powers | (+1) Focus skill point | ||
Shaolin | FAITH | FOCUS | 12 | 2,750 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 6 | (+1) Mastered Spirit Powers (+1) Focus skill point, Extra Attack (passive) |
Focus Max = RES/2 + 6 | (+1) Mastered Spirit Powers | (+1) Focus skill point, Extra Attack (passive) | |
Shaolin | FAITH | FOCUS | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 6.5 | (+1) Mastered Spirit Powers (+1) Focus skill point & (+1) Racial Focus skill point |
Focus Max = RES/2 + 6.5 | (+1) Mastered Spirit Powers | (+1) Focus skill point & (+1) Racial Focus skill point | ||
Shaolin | FAITH | FOCUS | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 7 | (+1) Mastered Spirit Powers (+1) Focus skill point |
Focus Max = RES/2 + 7 | (+1) Mastered Spirit Powers | (+1) Focus skill point | ||
Shaolin | FAITH | FOCUS | 15 | 5,390 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 7.5 | (+1) Mastered Spirit Powers (+1) Focus skill point |
Focus Max = RES/2 + 7.5 | (+1) Mastered Spirit Powers | (+1) Focus skill point | |
Shaolin | FAITH | FOCUS | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 8 | (+1) Mastered Spirit Powers (+1) Focus skill point |
Focus Max = RES/2 + 8 | (+1) Mastered Spirit Powers | (+1) Focus skill point | ||
Shaolin | FAITH | FOCUS | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 8.5 | (+1) Mastered Spirit Powers (+1) Focus skill point & (+1) Racial Focus skill point |
Focus Max = RES/2 + 8.5 | (+1) Mastered Spirit Powers | (+1) Focus skill point & (+1) Racial Focus skill point | ||
Shaolin | FAITH | FOCUS | 18 | 9,680 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 9 | (+1) Mastered Spirit Powers (+1) Focus skill point |
Focus Max = RES/2 + 9 | (+1) Mastered Spirit Powers | (+1) Focus skill point | |
Shaolin | FAITH | FOCUS | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Focus Max = RES/2 + 9.5 | (+1) Mastered Spirit Powers (+1) Focus skill point |
Focus Max = RES/2 + 9.5 | (+1) Mastered Spirit Powers | (+1) Focus skill point | ||
Shaolin | FAITH | FOCUS | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Focus Max = RES/2 + 10 | (+1) Mastered Spirit Powers (+1) Focus skill point |
Focus Max = RES/2 + 10 | (+1) Mastered Spirit Powers | (+1) Focus skill point | ||
Soldier | VIGOR | VIGOR | 0 | n/a | race (+1) class (+1) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
Set equal to STAM | Base Stealth (n/a) | Rank1 of 2 Stealth skills from primary discipline | Base Stealth (n/a) | Rank1 of 2 Stealth skills from primary discipline | |||
Swashbuckler | HONOR | STEALTH | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 0.5 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 0.5 | (+3) Stealth skills, min. 1 in primary discipline | |||
Swashbuckler | HONOR | STEALTH | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 1 | (+3) Stealth skills, min. 1 in primary discipline | Base Stealth = AVD/2 + 1 | (+3) Stealth skills, min. 1 in primary discipline | |||
Swashbuckler | HONOR | STEALTH | 3 | 80 | (+1) | Avoidance | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 1.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 1.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 2 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 2 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 2.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 2.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 6 | 440 | (+1) | Agility | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 3 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 3 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 3.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 3.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 4 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 4 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 9 | 1,230 | (+1) | Avoidance | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 4.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 4.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 5.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 5.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 12 | 2,750 | (+1) | Agility | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 6 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 6 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 6.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 6.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 7 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 7 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 15 | 5,390 | (+1) | Charm | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 7.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 7.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 8 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 8 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 8.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 8.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 18 | 9,680 | (+1) | Charm | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 9 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 9 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | |
Swashbuckler | HONOR | STEALTH | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Base Stealth = AVD/2 + 9.5 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 9.5 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Swashbuckler | HONOR | STEALTH | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Base Stealth = AVD/2 + 10 | (+1) Honor code point (+3) Stealth skills, min. 1 in primary discipline |
Base Stealth = AVD/2 + 10 | (+1) Honor code point | (+3) Stealth skills, min. 1 in primary discipline | ||
Thief | STEALTH | STEALTH | 0 | n/a | race (+1) class (+1) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
Set equal to STAM | Fury Max (n/a) | Pick 2 level 0 Fury skills | Fury Max (n/a) | Pick 2 level 0 Fury skills | |||
Vigilante | FURY | HONOR | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 | (+2) Fury skills | Fury Max = STAM x 0.58 | (+2) Fury skills | |||
Vigilante | FURY | HONOR | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 | (+2) Fury skills | Fury Max = STAM x 0.8 | (+2) Fury skills | |||
Vigilante | FURY | HONOR | 3 | 80 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 1.0 | (+2) Fury skills | (+1) Honor code point | |
Vigilante | FURY | HONOR | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 1.18 | (+2) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 1.35 | (+2) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 6 | 440 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 1.5 | (+2) Fury skills | (+1) Honor code point | |
Vigilante | FURY | HONOR | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 1.65 | (+2) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 1.8 | (+2) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 9 | 1,230 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 1.94 | (+2) Fury skills | (+1) Honor code point | |
Vigilante | FURY | HONOR | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 | (+2) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.08 | (+2) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.21 | (+1) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 12 | 2,750 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.35 | (+1) Fury skills | (+1) Honor code point | |
Vigilante | FURY | HONOR | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.48 | (+1) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.6 | (+1) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 15 | 5,390 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.73 | (+1) Fury skills | (+1) Honor code point | |
Vigilante | FURY | HONOR | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.86 | (+1) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 2.98 | (+1) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 18 | 9,680 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 3.1 | (+1) Fury skills | (+1) Honor code point | |
Vigilante | FURY | HONOR | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 3.22 | (+1) Fury skills | (+1) Honor code point | ||
Vigilante | FURY | HONOR | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 | (+1) Fury skills (+1) Honor code point |
Fury Max = STAM x 3.34 | (+1) Fury skills | (+1) Honor code point | ||
Warrior | FURY | VIGOR | 0 | n/a | race (+1) class (+1) |
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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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 | 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) | 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) | 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) |
Set equal to STAM | Vigor Max (n/a) Focus Max (n/a) |
Pick 2 level 0 Vigor skills (+1) Racial Focus skill point |
Vigor Max (n/a) | Focus Max (n/a) | Pick 2 level 0 Vigor skills | (+1) Racial Focus skill point | |
Weapon Master | VIGOR | FOCUS | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 0.5 Focus Max = RES/2 + 0.5 |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 0.5 | Focus Max = RES/2 + 0.5 | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 1 Focus Max = RES/2 + 1 |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 1 | Focus Max = RES/2 + 1 | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 3 | 80 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 1.5 Focus Max = RES/2 + 1.5 |
(+2) Vigor skills (+2) Focus skill points & (+1) Racial Focus skill point |
Vigor Max = STR x 1.5 | Focus Max = RES/2 + 1.5 | (+2) Vigor skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Weapon Master | VIGOR | FOCUS | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 2 Focus Max = RES/2 + 2 |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 2 | Focus Max = RES/2 + 2 | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 2.5 Focus Max = RES/2 + 2.5 |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 2.5 | Focus Max = RES/2 + 2.5 | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 6 | 440 | (+1) | Perception or Agility | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 3 Focus Max = RES/2 + 3 |
(+2) Vigor skills (+2) Focus skill points & (+1) Racial Focus skill point |
Vigor Max = STR x 3 | Focus Max = RES/2 + 3 | (+2) Vigor skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Weapon Master | VIGOR | FOCUS | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 3.5 Focus Max = RES/2 + 3.5 |
(+2) Vigor skills (+2) Focus skill points |
Vigor Max = STR x 3.5 | Focus Max = RES/2 + 3.5 | (+2) Vigor skills | (+2) Focus skill points | |
Weapon Master | VIGOR | FOCUS | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 4 Focus Max = RES/2 + 4 |
(+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 | (+2) Vigor skills | (+2) Focus skill points, One-Against-Many (passive) OR Battle Zen (passive) | |
Weapon Master | VIGOR | FOCUS | 9 | 1,230 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 4.5 Focus Max = RES/2 + 4.5 |
(+2) Vigor skills (+2) Focus skill points & (+1) Racial Focus skill point |
Vigor Max = STR x 4.5 | Focus Max = RES/2 + 4.5 | (+2) Vigor skills | (+2) Focus skill points & (+1) Racial Focus skill point |
Weapon Master | VIGOR | FOCUS | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5 Focus Max = RES/2 + 5 |
(+2) Vigor skills (+2) Focus skill points, Double Reaction (passive) |
Vigor Max = STR x 5 | Focus Max = RES/2 + 5 | (+2) Vigor skills | (+2) Focus skill points, Double Reaction (passive) | |
Weapon Master | VIGOR | FOCUS | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.3 Focus Max = RES/2 + 5.5 |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 5.3 | Focus Max = RES/2 + 5.5 | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 12 | 2,750 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 5.5 Focus Max = RES/2 + 6 |
(+1) Vigor skills (+1) Focus skill point, Extra Attack (passive) |
Vigor Max = STR x 5.5 | Focus Max = RES/2 + 6 | (+1) Vigor skills | (+1) Focus skill point, Extra Attack (passive) |
Weapon Master | VIGOR | FOCUS | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 5.8 Focus Max = RES/2 + 6.5 |
(+1) Vigor skills (+1) Focus skill point & (+1) Racial Focus skill point |
Vigor Max = STR x 5.8 | Focus Max = RES/2 + 6.5 | (+1) Vigor skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Weapon Master | VIGOR | FOCUS | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6 Focus Max = RES/2 + 7 |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 6 | Focus Max = RES/2 + 7 | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 15 | 5,390 | (+1) | Perception or Agility | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.3 Focus Max = RES/2 + 7.5 |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 6.3 | Focus Max = RES/2 + 7.5 | (+1) Vigor skills | (+1) Focus skill point |
Weapon Master | VIGOR | FOCUS | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 6.5 Focus Max = RES/2 + 8 |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 6.5 | Focus Max = RES/2 + 8 | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 6.8 Focus Max = RES/2 + 8.5 |
(+1) Vigor skills (+1) Focus skill point & (+1) Racial Focus skill point |
Vigor Max = STR x 6.8 | Focus Max = RES/2 + 8.5 | (+1) Vigor skills | (+1) Focus skill point & (+1) Racial Focus skill point | |
Weapon Master | VIGOR | FOCUS | 18 | 9,680 | (+1) | Strength | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7 Focus Max = RES/2 + 9 |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 7 | Focus Max = RES/2 + 9 | (+1) Vigor skills | (+1) Focus skill point |
Weapon Master | VIGOR | FOCUS | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Vigor Max = STR x 7.3 Focus Max = RES/2 + 9.5 |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 7.3 | Focus Max = RES/2 + 9.5 | (+1) Vigor skills | (+1) Focus skill point | |
Weapon Master | VIGOR | FOCUS | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Vigor Max = STR x 7.5 Focus Max = RES/2 + 10 |
(+1) Vigor skills (+1) Focus skill point |
Vigor Max = STR x 7.5 | Focus Max = RES/2 + 10 | (+1) Vigor skills | (+1) Focus skill point | |
Wizard | HONOR | SPIRIT | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Spirit Max (1d8) | Gain all Tier 0 powers for your class | Spirit Max (1d8) | Gain all Tier 0 powers for your class | |||
Wizard | HONOR | SPIRIT | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 3 | 80 | (+1) | Intellect | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 6 | 440 | (+1) | Initiative | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 9 | 1,230 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+2) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+2) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 12 | 2,750 | (+1) | Intellect | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 15 | 5,390 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 18 | 9,680 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | |
Wizard | HONOR | SPIRIT | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | ||
Wizard | HONOR | SPIRIT | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Spirit Max (+1d8) | (+1) Honor code point (+1) Memorized Spirit Powers |
Spirit Max (+1d8) | (+1) Honor code point | (+1) Memorized Spirit Powers | ||
Zealot | FURY | FAITH | 0 | n/a | race (+1) class (+1) |
Set equal to STAM | Fury Max (n/a) | Pick 2 level 0 Fury skills Select 3 Tier 0 powers from your Faith path |
Fury Max (n/a) | Pick 2 level 0 Fury skills | Select 3 Tier 0 powers from your Faith path | ||
Zealot | FURY | FAITH | 1 | 0 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 0.58 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 0.58 | (+2) Fury skills | (+2) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 2 | 30 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 0.8 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 0.8 | (+2) Fury skills | (+2) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 3 | 80 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.0 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.0 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 4 | 160 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.18 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.18 | (+2) Fury skills | (+2) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 5 | 280 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.35 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.35 | (+2) Fury skills | (+2) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 6 | 440 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.5 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.5 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 7 | 640 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.65 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.65 | (+2) Fury skills | (+2) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 8 | 900 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 1.8 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.8 | (+2) Fury skills | (+2) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 9 | 1,230 | (+1) | Resolve | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 1.94 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 1.94 | (+2) Fury skills | (+2) Memorized Faith Powers | |
Zealot | FURY | FAITH | 10 | 1,640 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.08 | (+2) Fury skills (+2) Memorized Faith Powers |
Fury Max = STAM x 2.08 | (+2) Fury skills | (+2) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 11 | 2,140 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.21 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.21 | (+1) Fury skills | (+1) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 12 | 2,750 | (+1) | Stamina | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.35 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.35 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 13 | 3,480 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.48 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.48 | (+1) Fury skills | (+1) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 14 | 4,350 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.6 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.6 | (+1) Fury skills | (+1) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 15 | 5,390 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.73 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.73 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 16 | 6,610 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 2.86 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.86 | (+1) Fury skills | (+1) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 17 | 8,030 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 2.98 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 2.98 | (+1) Fury skills | (+1) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 18 | 9,680 | (+1) | Wisdom | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.1 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 3.1 | (+1) Fury skills | (+1) Memorized Faith Powers | |
Zealot | FURY | FAITH | 19 | 11,590 | (+1) | Gain HP Dice + STAM/2 (rnd up) | Fury Max = STAM x 3.22 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 3.22 | (+1) Fury skills | (+1) Memorized Faith Powers | ||
Zealot | FURY | FAITH | 20 | 13,780 | (+1) | Gain HP Dice + STAM/2 (rnd dwn) | Fury Max = STAM x 3.34 | (+1) Fury skills (+1) Memorized Faith Powers |
Fury Max = STAM x 3.34 | (+1) Fury skills | (+1) Memorized Faith Powers |
Notes:
- Re-calculate Vigor Max each level
Specializations
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Weapon Masters may choose to specialize their skills in up to one weapon use and/or one combat style.
- Max one Weapon Specialist skills (choose from: Knives, Bows, Crossbows, Swords, Bludgeons, Axes)
- Max one Combat Specialist skill (choose from: Freehand, Paired Weapon, Freestyle, Sharp Shooter, Skirmisher, Peltast, Mounted, Physical Defense)
Title System
Weapon masters gain titles based on their deeds and reputation both on and off the battlefield.
The titles awarded by a Weapon Master’s Renown are dependent on the path they choose at character creation:
Marksman Titles
To truly be known as weapon master marksman requires not impeccable aim and steady hand, but also the ability to spread tales of your prowess and wow audiences. A Marksman is really only as good as the stories say they are.
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 during or upon completion of first kill, they want your money, refusal is not a good idea | 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 during or upon completion of first kill, they want your money, refusal is not a good idea |
• 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 |
Guild | Assassin | Night Stalker | 4 | pass a guild test; guild cut paid in full | Tier 2 Powers; 75% guild cut; Sneaky (passive) | pass a guild test • guild cut paid in full |
• Tier 2 Powers • 75% guild cut • Sneaky (passive) |
Guild | Assassin | Shade | 7 | pass a guild test; guild cut paid in full | Tier 3 Powers 1% melee crit; 65% guild cut; +1 Academic Secondary Skill Point | pass a guild test • guild cut paid in full |
• Tier 3 Powers
1% melee crit • 65% guild cut • +1 Academic Secondary Skill Point |
Guild | Assassin | Silent Blade | 11 | pass a guild test; guild cut paid in full | Tier 4 Powers; +1% ranged crit; 50% guild cut; Silent Death (passive) | pass a guild test • guild cut paid in full |
• Tier 4 Powers • +1% ranged crit • 50% guild cut • Silent Death (passive) |
Guild | Assassin | Assassing Adept | 13 | pass a guild test; guild cut paid in full | Tier 5 Powers; -1 required stealth; +1% melee crit; 30% guild cut | pass a guild test • guild cut paid in full |
• Tier 5 Powers • -1 required stealth • +1% melee crit • 30% guild cut |
Guild | Assassin | Deaths Hand | 17 | pass a guild test; guild cut paid in full | Tier 6 Powers; +1 ranged crit; 5% guild cut | pass a guild test • guild cut paid in full |
• Tier 6 Powers • +1 ranged crit • 5% guild cut |
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 |
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 | Gain Tiers at the minimum level requirement for non-outlawed titles; 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 (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 | • Gain Tiers at the minimum level requirement for non-outlawed titles • 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 (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) |
Colleges | Battlemage | Apprentice | 2 | find an undermage or higher to sponsor you | Tier 1 Powers; Spirit Echo (passive) | find an undermage or higher to sponsor you | • Tier 1 Powers • Spirit Echo (passive) |
Colleges | Battlemage | Spellsword | 4 | find a master mage or higher and an instructor to sponsor you; join a particular college/school of magic | Tier 2 Powers; +1 hit w/ 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 |
• Tier 2 Powers • +1 hit w/ Spirit powers • +1% melee crit • free Weapon Training of your choice • often commissioned to act as body guards for high profile mages |
Colleges | Battlemage | Warmage | 7 | find a head master or higher and an instructor to sponsor you; pass a battlemage test | Tier 3 Powers; +1 hit w/ 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 |
• Tier 3 Powers • +1 hit w/ Spirit powers • +1 Martial Secondary Skill Point • college will often hire you out as a sort of artillery piece in pitched battles |
Colleges | Battlemage | Mage Warden | 11 | find a head master or higher and an Instructor or High Curator to sponsor you; pass a battlemage test | Tier 4 Powers; +2 hit w/ 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 |
• Tier 4 Powers • +2 hit w/ Spirit powers • +1 % melee crit • Nullify Magic (passive) • regularly responsible for hunting anyone suspected of breaking the Laws of Magic |
Colleges | 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 | 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 |
• 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 |
Colleges | 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 | 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 |
• Tier 5 Powers • +3 Vigor max • answer to the headmaster of the college where teaching but also to own High Curator |
Colleges | 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 | Tier 6 Powers; +5 Vigor max; +1 hit w/ 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 |
• Tier 6 Powers • +5 Vigor max • +1 hit w/ Spirit powers • supreme commander of the Mage Wardens • answers to no one, not even the Archmage |
Outlaw | Battlemage | Sorcerer | n/a | Follow a single School of Spirit powers; but do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | Gain Tiers at the minimum level requirement for non-outlawed titles; retain any other title rewards gained prior to becoming a Sorcerer | Follow a single School of Spirit powers • but do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) |
• Gain Tiers at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Sorcerer |
Outlaw | Battlemage | Renegade | n/a | Rejection or ignorance of the authority of the Mage Colleges; Learning powers from multiple schools | Gain Tiers at the minimum level requirement for non-outlawed titles; 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 |
• Gain Tiers at the minimum level requirement for non-outlawed titles • 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 |
Rites | 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) |
Rites | 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 |
Rites | 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) |
Rites | 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 |
Rites | 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 required stealth +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 required stealth +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 | Tier 1 Powers; 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 |
• Tier 1 Powers • 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 | Tier 2 Powers; +1 to difficulty rolls; +1 hit w/ 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 |
• Tier 2 Powers • +1 to difficulty rolls • +1 hit w/ 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 | Tier 3 Powers; +1 to difficulty roll; +1 hit w/ 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 |
• Tier 3 Powers • +1 to difficulty roll • +1 hit w/ 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…) | Tier 4 Powers; +1 to difficulty roll; +1 hit w/ 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…) |
• Tier 4 Powers • +1 to difficulty roll • +1 hit w/ 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…) | Tier 5 Powers; +3 Vigor max; +1 to difficulty roll; +1 hit w/ 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…) |
• Tier 5 Powers • +3 Vigor max • +1 to difficulty roll • +1 hit w/ 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…) | Tier 6 Powers; +5 Vigor max; +1 to difficulty roll; +1 hit w/ 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…) |
• Tier 6 Powers • +5 Vigor max • +1 to difficulty roll • +1 hit w/ 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, most often as a result of being caught using Forbidden powers and/or mixing of powers | Gain Tiers at the minimum level requirement for non-outlawed titles (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 execute you or at least exile you if surviving will still 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, most often as a result of being caught using Forbidden powers and/or mixing of powers | • Gain Tiers at the minimum level requirement for non-outlawed titles (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 execute you or at least exile you if surviving will still be pursued by Witch Hunters |
Rites | Druid | Initiate | 1 | (No Rite required) Profess unrelenting belief & faith in a particular (Druidic) religion witnessed by a Witness or higher | 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 | • Tier 1 Powers • Sacred Text • Survival Instincts (passive) • gain entry into a Conclave |
Rites | Druid | Witness | 4 | Rite of the Witness: stand in silent observation of a Druidic ritual being performed by a Conclave | Tier 2 Powers; +1 to difficulty roll; +2 to hit w/ spirit & faith powers | Rite of the Witness: stand in silent observation of a Druidic ritual being performed by a Conclave | • Tier 2 Powers • +1 to difficulty roll • +2 to hit w/ spirit & faith powers |
Rites | Druid | Ritualist | 7 | Rite of the Ritualist: actively participate in some aspect of a Druidic ritual performed by a Conclave | Tier 3 Powers; +1 to difficulty roll; +2 to hit w/ 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 | • Tier 3 Powers • +1 to difficulty roll • +2 to hit w/ spirit & faith powers • +1 Survival Secondary Skill Point |
Rites | 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 | Tier 4 Powers; +1 to difficulty roll; +2 to hit w/ 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 | • Tier 4 Powers • +1 to difficulty roll • +2 to hit w/ spirit & faith powers • Foresight (passive) |
Rites | 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 | Tier 5 Powers; +1 to difficulty roll; +2 to hit w/ 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 |
• Tier 5 Powers • +1 to difficulty roll • +2 to hit w/ spirit & faith powers • Prophecy (passive) |
Rites | 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 | Tier 6 Powers; +1 to difficulty roll; +2 to hit w/ 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 |
• Tier 6 Powers • +1 to difficulty roll • +2 to hit w/ spirit & faith powers • Leadership over an entire Conclave |
Rites | 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) | 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) |
• Tier 7 Powers • Authority transcending any one conclave |
Outlaw | Druid | Hermit | n/a | 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) | Gain Tiers at the minimum level requirement for non-outlawed titles (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) |
• Gain Tiers at the minimum level requirement for non-outlawed titles (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 | n/a | 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) | Gain Tiers at the minimum level requirement for non-outlawed titles (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) |
• Gain Tiers at the minimum level requirement for non-outlawed titles (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 | Citizen-Soldier | 3 | recognition by 5+ people; Accept the Guardian’s Code: My Brothers Keeper; must be an upstanding citizen of a particular city/region | Gain 1st Code; +1 Occupational Secondary Skill Point | recognition by 5+ people • Accept the Guardian’s Code: My Brothers Keeper • must be an upstanding citizen of a particular city/region |
• Gain 1st 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 | 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 2nd Code; Shield Brace (passive) | 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 2nd 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 | recognition by 50000+ people; Revered common reputation; one or more tale of your legendary exploits must be in circulation | Gain 3rd Code; +5 Vigor max; Legendary Action (passive) | recognition by 50000+ people • Revered common reputation • one or more tale of your legendary exploits must be in circulation |
• Gain 3rd Code • +5 Vigor max • Legendary Action (passive) |
Order, Initial | Knight | Squire | 1 | accept the 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 1st Code; +1 Melee Hit; +1 Code Point; Salute (passive); May join a Knightly Order | accept the 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 1st Code • +1 Melee Hit • +1 Code Point • Salute (passive) • May join a Knightly Order |
Order, Initial | Knight | Armsman | 4 | 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) | +1 Melee Hit; +1 Code Point; Free Weapon Training of your choice; +1 Combat Specialist Skill Point | 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) |
• +1 Melee Hit • +1 Code Point • Free Weapon Training of your choice • +1 Combat Specialist Skill Point |
Order, Initial | Knight | Foot Knight | 6 | 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 | 8 | 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 2nd Code: Leader of Men; 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 | 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 2nd Code: Leader of Men • 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 | 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 3rd 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 | 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 3rd 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 | 8 | complete a minor quest, sponsored and/or approved by a Cavalier, Anointed Knight or other higher ranking Knight | Gain 2nd 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 | complete a minor quest, sponsored and/or approved by a Cavalier, Anointed Knight or other higher ranking Knight | • Gain 2nd 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 | 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 3rd 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 | 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 3rd 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 | n/a | Having never sworn an Oath 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; 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 an Oath 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 • 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 | n/a | 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 Code they choose; 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 Code they choose • 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 |
Colleges | Mage(Full) | Apprentice | 1 | find an undermage or higher to sponsor you | Tier 1 Powers; can memorize +1 spirit power; Spirit Echo (passive) | find an undermage or higher to sponsor you | • Tier 1 Powers • can memorize +1 spirit power • Spirit Echo (passive) |
Colleges | Mage(Full) | Entered Apprentice | 3 | find a master mage or higher to sponsor you; join a particular college of magic | Tier 2 Powers; +2 hit w/ spirit powers; can memorize +1 spirit power | find a master mage or higher to sponsor you • join a particular college of magic |
• Tier 2 Powers • +2 hit w/ spirit powers • can memorize +1 spirit power |
Colleges | 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 | Tier 3 Powers; +2 hit w/ 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 |
• Tier 3 Powers • +2 hit w/ spirit powers • can memorize +1 spirit power • +1 Academic Secondary Skill Point |
Colleges | Mage(Full) | Undermage | 8 | find a head master or higher to sponsor you; pass a mage test | Tier 4 Powers; +6 hit w/ 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 |
• Tier 4 Powers • +6 hit w/ spirit powers • can memorize +1 spirit power • Volatile Magic (passive) • may take on an apprentice |
Colleges | Mage(Full) | Master Mage | 12 | find a head master or higher to sponsor you; pass a mage test | Tier 5 Powers; +5 hit w/ 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 |
• Tier 5 Powers • +5 hit w/ spirit powers • can memorize +1 spirit power • may take multiple apprentices • may teach at a Mage College |
Colleges | Mage(Full) | Eldermage | 15 | must pass a mage test, regardless (or often in spite of) sponsorship; mutual exclusive with Headmaster title | Tier 6 Powers; +3 hit w/ 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 |
• Tier 6 Powers • +3 hit w/ spirit powers • can memorize +1 spirit power • can no longer teach at a mage college or take on apprentices |
Colleges | 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 | Tier 6 Powers; +3 hit w/ 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 |
• Tier 6 Powers • +3 hit w/ spirit powers • can memorize +1 spirit power • The authority, rights, and privileges accorded to the headmaster of a mage college |
Colleges | 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) | Tier 7 Powers; may learn Ultimate spirit powers where applicable; +2 hit w/ 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) |
• Tier 7 Powers • may learn Ultimate spirit powers where applicable • +2 hit w/ 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 | Follow a single School of Spirit powers, but do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | Gain Tiers at the minimum level requirement for non-outlawed titles; retain any other title rewards gained prior to becoming a Sorcerer | Follow a single School of Spirit powers, but do so outside of the control or confines of a Mage College (could be intentional or out of ignorance) | • Gain Tiers at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Sorcerer |
Outlaw | Mage(Full) | Renegade | n/a | Rejection or ignorance of the authority of the Mage Colleges; Learning powers from multiple schools | Gain Tiers at the minimum level requirement for non-outlawed titles; 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 |
• Gain Tiers at the minimum level requirement for non-outlawed titles • 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 |
Colleges | Martial Artist | Student | 1 | Be admitted to a dojo or martial arts college; pay membership fees | +1 to Focus Dice pool; +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 |
• +1 to Focus Dice pool • +2 Melee Hit • +1 Focus Skill Points • Deep Meditation (passive) • all training costs included in membership |
Colleges | Martial Artist | First Degree | 3 | pass the First belt test (usually testing a particular fighting style); pay membership fees | +1 to Focus Dice pool; +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 |
• +1 to Focus Dice pool • +2 Melee Hit • +1 Focus Skill Points • +1 Combat Specialist Skill Point |
Colleges | Martial Artist | Second Degree | 6 | pass the Second belt test (usually tests one-on-one combat); pay membership fees | +1 to Focus Dice pool; +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 |
• +1 to Focus Dice pool • +2 Melee Hit • +1 Focus Skill Points • +1 Artistic Secondary Skill Point |
Colleges | Martial Artist | Third Degree | 9 | pass the Third belt test (usually testing ability to take on multiple opponents); pay membership fees | +1 to Focus Dice pool; +2 Melee Hit; +1 Melee Damage; +2 Focus Skill Points; One-Against-Many (passive) | pass the Third belt test (usually testing ability to take on multiple opponents) • pay membership fees |
• +1 to Focus Dice pool • +2 Melee Hit • +1 Melee Damage • +2 Focus Skill Points • One-Against-Many (passive) |
Colleges | 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 |
Colleges | 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 |
Colleges | 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); +1 to Focus Dice pool at level 1, 3, 6 and 7 (exclusive of any Focus Dice gained through previous titles) | 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) • +1 to Focus Dice pool at level 1, 3, 6 and 7 (exclusive of any Focus Dice gained through previous titles) |
Orders | Monk | Postulant | 1 | profess belief and interest in a known Monastic Faith and lifestyle; witnessed by a Friar or higher | 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 |
• Tier 1 Powers • Free Sacred Text (small item) |
Orders | 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 | Tier 2 Powers; +1 to difficulty roll; +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 |
• Tier 2 Powers • +1 to difficulty roll • +3 to cast with Faith • Lay on Hand (passive) |
Orders | Monk | Acolyte | 5 | take addition vows (increased severity); witnessed by Prior or Abbot | Tier 3 Powers; +1 to difficulty roll; +3 to cast with Faith | take addition vows (increased severity) • witnessed by Prior or Abbot |
• Tier 3 Powers • +1 to difficulty roll • +3 to cast with Faith |
Orders | Monk | Chantor | 8 | lead communal chants; witnessed by Prior or Abbot | Tier 4 Powers; +1 to difficulty roll; +3 to cast with Faith | lead communal chants • witnessed by Prior or Abbot |
• Tier 4 Powers • +1 to difficulty roll • +3 to cast with Faith |
Orders | 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) | Tier 5 Powers; -1 required stealth; +1 to difficulty roll; +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) |
• Tier 5 Powers • -1 required stealth • +1 to difficulty roll • +3 to cast with Faith • cannot leave self-imprisonment unless called upon for greater purpose • Burden of Secrets (passive) |
Orders | Monk | Prior/Prioress | 14 | take first vow of leadership before monastic community; must manage a Priory | Tier 6 Powers; +1 to difficulty roll; +2 to cast with Faith | take first vow of leadership before monastic community • must manage a Priory |
• Tier 6 Powers • +1 to difficulty roll • +2 to cast with Faith |
Orders | 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 | 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 |
• Tier 7 Powers • +1 to cast with Faith |
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 Tiers and + to Difficulty 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 Tiers and + to Difficulty 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 |
Outlaw | Monk | Hermit | n/a | 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 | Gain Tiers at the minimum level requirement for non-outlawed titles; 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 |
• Gain Tiers at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Hermit • +1 Survival Secondary Skill Point • must live in isolation |
Outlaw | Monk | Heretic | n/a | 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 | Gain Tiers at the minimum level requirement for non-outlawed titles; 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 |
• Gain Tiers at the minimum level requirement for non-outlawed titles • 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 | n/a | 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 | Gain Tiers at the minimum level requirement for non-outlawed titles; 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 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 |
• Gain Tiers at the minimum level requirement for non-outlawed titles • 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 fringes of civilization to avoid persecution and the attention of Witch Hunters |
Guilds | Ninja | Kohai | 2 | pass Clan 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; +1 to Focus Dice pool; access to guild resources and trainers; Ninja… Vanish (passive); must serve senior students (Senpai) | pass Clan 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 • +1 to Focus Dice pool • access to guild resources and trainers • Ninja… Vanish (passive) • must serve senior students (Senpai) |
Guilds | Ninja | Senpai | 5 | pass a Clan test; guild cut paid in full | +1 to Focus Dice pool; Sneaky (passive); +1 Artistic Secondary Skill Point; served by junior students (Kohai) | pass a Clan test • guild cut paid in full |
• +1 to Focus Dice pool • Sneaky (passive) • +1 Artistic Secondary Skill Point • served by junior students (Kohai) |
Guilds | 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 | +1 to Focus Dice pool; 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 |
• +1 to Focus Dice pool • From the Shadows (passive) |
Guilds | 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 |
Guilds | 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 |
Guilds | 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; +1 to Focus Dice pool at level 2, 5, and 8 (exclusive of any Focus Dice gained through previous titles); 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 • +1 to Focus Dice pool at level 2, 5, and 8 (exclusive of any Focus Dice gained through previous titles) • do not benefit from any resources or training • unlikely to live very long |
Orders | Paladin | Proselyte | 1 | profess unrelenting belief in a known/accepted Faith; witnessed by a deacon/preacher or higher | Tier 1 Powers Sacred Text; Salute (passive) | profess unrelenting belief in a known/accepted Faith • witnessed by a deacon/preacher or higher |
• Tier 1 Powers Sacred Text • Salute (passive) |
Orders | Paladin | Neophyte | 3 | Accept the Code of the Faithsworn (depends on Faith path); join a particular Paladin Order | Tier 2 Powers; Gain 1st Code; +1 to difficulty roll; +1 melee hit; Lay on Hands (passive) | Accept the Code of the Faithsworn (depends on Faith path) • join a particular Paladin Order |
• Tier 2 Powers • Gain 1st Code • +1 to difficulty roll • +1 melee hit • Lay on Hands (passive) |
Orders | Paladin | Acolyte | 5 | complete a quest determined by High Templar or Higher | Tier 3 Powers; +2 melee hit; +1 Academic Secondary Skill Point | complete a quest determined by High Templar or Higher | • Tier 3 Powers • +2 melee hit • +1 Academic Secondary Skill Point |
Orders | Paladin | Paladinyte | 8 | entrance into the military wing of your order; sponsorship of a High Templar or higher | Tier 4 Powers; Gain 2nd Code; +1 to difficulty roll; +1 melee hit | entrance into the military wing of your order • sponsorship of a High Templar or higher |
• Tier 4 Powers • Gain 2nd Code • +1 to difficulty roll • +1 melee hit |
Orders | Paladin | Crusader | 11 | participate in at least one successful Crusade | Tier 5 Powers; +1 to difficulty roll; +3 melee hit; Crusaders Glory (passive) | participate in at least one successful Crusade | • Tier 5 Powers • +1 to difficulty roll • +3 melee hit • Crusaders Glory (passive) |
Orders | Paladin | High Templar | 14 | participate in multiple successful crusades; complete a quest determined by the Grand Marshal; must lead Crusades once promoted | Tier 6 Powers; +1 to difficulty roll; +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 |
• Tier 6 Powers • +1 to difficulty roll • +2 melee hit • field command over Paladin forces |
Orders | Paladin | Grand Marshal | 17 | appointed in previous Grand Marshals will; or compete against other High Templars | Tier 7 Powers; Gain 3rd Code; +1 to difficulty roll; +1 melee hit; head of a Paladin Order (total veto) | appointed in previous Grand Marshals will • or compete against other High Templars |
• Tier 7 Powers • Gain 3rd Code • +1 to difficulty roll • +1 melee hit • head of a Paladin Order (total veto) |
Outlaw | Paladin | Hedge Paladin | n/a | Having never sworn an Oath 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 Tiers and 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 | Having never sworn an Oath 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 Tiers and 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 |
Outlaw | Paladin | Oathbroken | n/a | 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 Tiers and 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 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 Tiers and 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 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 | n/a | 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 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 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 |
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 to Focus Dice pool; +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 to Focus Dice pool • +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) | +1 to Focus Dice pool; 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) |
• +1 to Focus Dice pool • 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 to Focus Dice pool; +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 to Focus Dice pool • +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 |
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) |
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 | 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 |
Orders | Priest | Proselyte | 1 | profess unrelenting belief in a known/accepted Faith witnessed by an acolyte or higher | Tier 1 Powers; +1 new power; +1 hit w/ 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 | • Tier 1 Powers • +1 new power • +1 hit w/ faith powers • granted a free Sacred Text (small item) for your chosen Faith |
Orders | Priest | Neophyte | 3 | must have received regimented teaching regarding the Priesthood of your chosen faith from a Vested Priest or higher | Tier 2 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 | • Tier 2 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ faith powers • Lay on Hands (passive) OR Fanatical Beliefs (passive) |
Orders | Priest | Acolyte | 5 | invitation by a Vested Priest or higher to assist in the performance of a ceremony/ritual | Tier 3 Powers; +1 new power; +2 hit w/ 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 | • Tier 3 Powers • +1 new power • +2 hit w/ 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 | Tier 4 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 | • Tier 4 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ 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 | Tier 5 Powers; +1 new power; +1 to difficulty roll; +4 hit w/ 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 |
• Tier 5 Powers • +1 new power • +1 to difficulty roll • +4 hit w/ 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 | Tier 5 Powers; +1 new power; +1 to difficulty roll; +4 hit w/ 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 |
• Tier 5 Powers • +1 new power • +1 to difficulty roll • +4 hit w/ 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 | Tier 6 Powers; +1 new power; +3 hit w/ 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 |
• Tier 6 Powers • +1 new power • +3 hit w/ 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 | Tier 7 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 |
• Tier 7 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ 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 | Tier 1 Powers; +1 new power; +1 hit w/ 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 | • Tier 1 Powers • +1 new power • +1 hit w/ 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 | Tier 2 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 | • Tier 2 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ 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 | Tier 3 Powers; +1 new power; +2 hit w/ 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 |
• Tier 3 Powers • +1 new power • +2 hit w/ faith powers |
Order(Religious) | Priest | Under Priest | 7 | ordination ceremony after serving directly under your Parish Priest; completing a minor quest or errand | Tier 4 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 |
• Tier 4 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ 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 | Tier 5 Powers; +1 new power; +1 to difficulty roll; +4 hit w/ 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 |
• Tier 5 Powers • +1 new power • +1 to difficulty roll • +4 hit w/ 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 | Tier 6 Powers; +1 new power; +3 hit w/ 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 |
• Tier 6 Powers • +1 new power • +3 hit w/ 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 | Tier 7 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 |
• Tier 7 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ 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; +1 to difficulty roll; +2 hit w/ 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 • +1 to difficulty roll • +2 hit w/ 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 | Tier 1 Powers; +1 new power; +1 hit w/ 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 |
• Tier 1 Powers • +1 new power • +1 hit w/ 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 | Tier 2 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 | • Tier 2 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ faith powers • Fanatical Beliefs (passive) |
Order(Cult) | Priest | Ritualist | 5 | Be invited to actively participate in a cult ritual (not just as an observer) | Tier 3 Powers; +1 new power; +2 hit w/ faith powers | Be invited to actively participate in a cult ritual (not just as an observer) | • Tier 3 Powers • +1 new power • +2 hit w/ 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 | Tier 4 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ 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 | • Tier 4 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ 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 | Tier 5 Powers; +1 new power; +1 to difficulty roll; +4 hit w/ 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 |
• Tier 5 Powers • +1 new power • +1 to difficulty roll • +4 hit w/ 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 | Tier 6 Powers; +1 new power; +3 hit w/ 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 |
• Tier 6 Powers • +1 new power • +3 hit w/ faith powers • Benediction (passive) • may create your own cult |
Order(Cult) | Priest | Incarnate | 16 | Have at least 1 Devotee and 100+ Followers | Tier 7 Powers; +1 new power; +1 to difficulty roll; +2 hit w/ faith powers; may create your own cult | Have at least 1 Devotee and 100+ Followers | • Tier 7 Powers • +1 new power • +1 to difficulty roll • +2 hit w/ 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) | Gain Tiers at the minimum level requirement for non-outlawed titles 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) |
• Gain Tiers at the minimum level requirement for non-outlawed titles 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 | n/a | Must be labelled as a Heretic (either summarily or after a trial) by an established religious order or priesthood or for breaking away from their orthodoxy, doctrine or creed; most often as a result of being caught using Forbidden powers and/or mixing of powers | Gain Tiers at the minimum level requirement for non-outlawed titles 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 or priesthood or for breaking away from their orthodoxy, doctrine or creed • most often as a result of being caught using Forbidden powers and/or mixing of powers |
• Gain Tiers at the minimum level requirement for non-outlawed titles 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 | n/a | 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 | Gain Tiers at the minimum level requirement for non-outlawed titles 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 |
• Gain Tiers at the minimum level requirement for non-outlawed titles 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 |
Guilds | 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 |
Guilds | 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 |
Guilds | 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) |
Guilds | 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 required stealth; +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 required stealth • +1% ranged crit • field commander of guild forces |
Guilds | 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 |
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 |
Rite | Runeweaver | Fox | 2 | Rite of the Fox: demonstrate the wisdom of the fox | Tier 1 Runic Tattoos becomes active; +1 to Focus Dice pool; +2 Melee Hit; +1 Melee Damage | Rite of the Fox: demonstrate the wisdom of the fox | • Tier 1 Runic Tattoos becomes active • +1 to Focus Dice pool • +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; +1 to Focus Dice pool; +2 Melee Hit; Deep Meditation (passive) | Rite of the Eagle: demonstrate the perception of the eagle | • Tier 2 Runic Tattoos becomes active • +1 to Focus Dice pool • +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; +1 to Focus Dice pool; +2 Melee Hit; +1 Finesse Secondary Skill Point; | Rite of the Boar: demonstrate stamina of the boar | • Tier 3 Runic Tattoos becomes active • +1 to Focus Dice pool • +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 Tiers at the minimum level requirement for non-outlawed titles; retain any other title rewards gained prior to becoming a Serpent; +1 to Focus Dice pool at level 2, 4, and 7 (exclusive of any Focus Dice gained through previous titles); 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 Tiers at the minimum level requirement for non-outlawed titles • retain any other title rewards gained prior to becoming a Serpent • +1 to Focus Dice pool at level 2, 4, and 7 (exclusive of any Focus Dice gained through previous titles) • Mage Wardens will hunt you down and attempt to permanently sever your Root Tattoo |
Orders | Samurai | Wakai Ken | 2 | Accept the code of the Samurai: Bushido “honor or death” | Gain 1st Code; +1 to Focus Dice pool; Salute (passive) | Accept the code of the Samurai: Bushido “honor or death” | • Gain 1st Code • +1 to Focus Dice pool • Salute (passive) |
Orders | Samurai | Bushi | 4 | Entrance into the order of the Samurai; must swear to serve and obey the Shogun (or other equivalent leader) and your superiors | +1 to Focus Dice pool; +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 |
• +1 to Focus Dice pool • +3 melee hit • +1 Combat Specialist Secondary Skill Point |
Orders | Samurai | Gokenin | 8 | Must complete a task in the name of the Shogun or one of the Daimyo | Gain 2nd Code; +1 to Focus Dice pool; +3 melee hit; +1 Martial Secondary Skill Point | Must complete a task in the name of the Shogun or one of the Daimyo | • Gain 2nd Code • +1 to Focus Dice pool • +3 melee hit • +1 Martial Secondary Skill Point |
Orders | Samurai | Hatamoto | 11 | Must pass a combat test staged by the order; Must agree to carry the Banner of your Shogun affixed to your armor | +3 melee hit; Bannerman (passive); may command a small force of other Samurai | Must pass a combat test staged by the order • Must agree to carry the Banner of your Shogun affixed to your armor |
• +3 melee hit • Bannerman (passive) • may command a small force of other Samurai |
Orders | Samurai | Jito | 14 | 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) |
Orders | Samurai | Shugo | 16 | Must prove yourself worthy to govern a city/county | Gain 3rd Code; +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 | • Gain 3rd Code • +2 Focus Skill points • governance of a city/county may command city guard (may or may not include other Samurai) |
Orders | Samurai | Daimyo | 18 | Must prove yourself worthy to govern a region/province | +3 Focus Skill points; extremely powerful in the order 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 | • +3 Focus Skill points • extremely powerful in the order but must still obey the will of the Shogun • governance of a region/province field command of the all Samurai Order forces |
Orders | 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; head of the order, complete control; 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 • head of the order, complete control • 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; +1 to Focus Dice pool at level 2, 4, and 8 (exclusive of any Focus Dice gained through previous titles); 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 • +1 to Focus Dice pool at level 2, 4, and 8 (exclusive of any Focus Dice gained through previous titles) • Can not own land |
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; +1 to Focus Dice pool at level 2, 4, and 8 (exclusive of any Focus Dice gained through previous titles); 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 • +1 to Focus Dice pool at level 2, 4, and 8 (exclusive of any Focus Dice gained through previous titles) • 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 |
Rites | Shaman | Spirit Walker | 2 | Rite of the Spirit Walker: select 1 type of Elemental or Primal (natural) spirit to “walk” with | Gain Tier 1 Powers with chosen School of Magic; +1 hit w/ Spirit powers; Survival Instincts (passive) | Rite of the Spirit Walker: select 1 type of Elemental or Primal (natural) spirit to “walk” with | • Gain Tier 1 Powers with chosen School of Magic • +1 hit w/ Spirit powers • Survival Instincts (passive) |
Rites | Shaman | Spirit Drummer | 4 | Rite of the Spirit Drummer: demonstrate the ability to tame the fury of the spirits within | Gain Tier 2 Powers of the same School of Magic; +2 hit w/ Spirit powers; Gain Elemental or Primal Drumming (unique Shaman Tier2 Spirit Power) | Rite of the Spirit Drummer: demonstrate the ability to tame the fury of the spirits within | • Gain Tier 2 Powers of the same School of Magic • +2 hit w/ Spirit powers • Gain Elemental or Primal Drumming (unique Shaman Tier2 Spirit Power) |
Rites | 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 hit w/ 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 hit w/ Spirit powers • +1 Survival Secondary Skill Point |
Rites | Shaman | Tribal Shaman | 10 | Rite of the Tribal Shaman: ceremonial passing of mantle fr |