Your character’s quest shapes the stories you tell while your character remains in his or her master path. For this reason, you should discuss your choice with your Game Master. Other characters in your group have their own quests, so you likely are working toward completing multiple quests at the same time.
Master Paths
The master paths are presented in alphabetical order.
Abjurer
Abjurers strive to master Protection magic. Such a focus on defensive spells might result from deep-seated paranoia or bitterness over a previous violation. Most who become abjurers are naturally suspicious and discover their deeper understanding of the tradition breeds in them even greater distrust. Many abjurers go to great lengths to protect themselves. They might conceal their appearances, erase their histories, adopt different personas, or simply keep to themselves.
Level 7 Abjurer
Attributes Increase three by 1 Characteristics Health +2, Power +1
Languages and Professions You can speak another
language or add a profession.
Magic You discover the Protection tradition or learn one
Protection spell.
Guarded Casting When you cast a Protection spell, you
gain a bonus to your Defense equal to 1 + the rank of the spell for 1 minute or until you use this talent again.
Level 10 Abjurer
Characteristics Health +2 Magic You learn one spell.
Warded Creatures make attack rolls against you with 1 bane
and you make challenge rolls with 1 boon to resist attacks.
Acrobat
Acrobats include all manner of adventuresome types, from cat burglars to performers who delight crowds with rolls, tumbles, and other acrobatic stunts. Acrobats train to master their movements, build speed, and outmaneuver their opponents. The results of all their practice is the ability to move unfettered, whether scrambling up a wall, somersaulting over an enemy’s head, or moving like water across the most difficult terrain.
Level 7 Acrobat
Attributes Increase three by 1 Characteristics Health +3, Speed +2
Languages and Professions You can speak another
language or add a profession.
Acrobatics You gain all of the following benefits:
• You can move through spaces occupied by other creatures.
• You move at full Speed across all forms of difficult terrain, even when climbing or swimming.
• Provided your Speed is greater than 0, you can stand up without using your move.
• When you take damage from landing after a fall, you can use a triggered action to make an Agility challenge roll. On a success, you reduce the damage from the fall by the total of your roll. If you reduce the damage to 0, you land on your feet.
Level 10 Acrobat
Characteristics Health +3
Mobility When you take a fast turn, you can use an action
and move. Your movement, on any turn, never triggers free attacks.
Aeromancer
Aeromancers strengthen the bond they forge with wind genies to coax even greater power from the beings. A consequence of their increased connection is in the restlessness in the air around them. Their clothes and hair are never still. A breeze always stirs the dust around them,
Master Paths
scattering unsecured papers and causing unprotect flames to flicker and dance.
Level 7 Aeromancer
Attributes Increase three by 1
Characteristics Health +2, Speed +2, Power +1 Languages and Professions You can speak another
language or add a profession.
Magic You discover the Air tradition or learn one Air spell. Air Walk Whenever you cast an Air spell, after resolving its
effect you can fly a number of yards equal to 1 + the rank of the spell. You land safely at the end of this movement.
Level 10 Aeromancer
Characteristics Health +2 Magic You learn one spell. Flight You can fly.
Apocalyptist
The power Forbidden magic offers lures many students of magic to their dooms. Apocalyptists delve deep into the dark tradition, heedless of the steep price to their bodies and souls. No good can come from Forbidden magic, so nearly all apocalyptists are figures of staggering evil, dedicated to advancing vile causes in the world. They revel in the horrors their corruption creates.
Level 7 Apocalyptist
Attributes Increase three by 1
Characteristics Health +2, Corruption +1, Power +1 Languages and Professions You can speak another
language or add a profession.
Magic You discover the Forbidden tradition or learn one
Forbidden spell.
Fearsome Casting When you cast a Forbidden spell,
choose one target creature within short range that can see you. The target must get a success on a Will challenge roll or become frightened for a number of rounds equal to your Power.
Level 10 Apocalyptist
Characteristics Health +2, Corruption +1 Magic You learn one spell.
Hasten the Apocalypse When you cast a Forbidden
spell, you can use a triggered action to loose a wave of sickening green light from a point you can reach out to a number of yards equal to 1 + the rank of the spell you cast. The ground in the area becomes difficult terrain, and Size 1/2 and smaller objects that are neither worn nor carried take damage equal to their Health. Each creature in the area other than you must get a success on a Strength challenge roll or take 1d6 damage and fall prone.
Arcanist
The Arcana tradition is favored by scholars of magic. Arcanists delve more deeply into its secrets to gain greater command over its power and improve the effects of the spells they cast. Like wizards, arcanists tend to be learned and scholarly.
Level 7 Arcanist
Attributes Increase three by 1 Characteristics Health +2, Power +1
Languages and Professions You can speak another
language or add a profession.
Magic You discover the Arcana tradition or learn one
Arcana spell.
Arcana Mastery You can use an action to expend the
casting of any Arcana spell you know to cast a different spell of the same rank or lower that you have learned without expending a casting of that spell, even if you have no castings remaining.
Level 10 Arcanist
Characteristics Health +2 Magic You learn one spell.
Reclaim Arcana When you expend a casting of an Arcana
spell, roll a d6. On a 6, you regain the casting of that spell.
Swift Arcana You can use a triggered action on your turn
to cast an Arcana spell you have learned.
Astromancer
Astromancers study and master the magic of the celestial realm, calling upon the light of the sun, moon, and stars to obey their commands. They display their unequaled power when they cast Celestial spells, shining like beacons.
Level 7 Astromancer
Attributes Increase three by 1 Characteristics Health +2, Power +1
Languages and Professions You can speak another
language or add a profession.
Magic You discover the Celestial tradition or learn one
Celestial spell.
Inner Radiance When you cast a Celestial spell, you can
use a triggered action to emit light from a point within your space out to a number of yards equal to your Power. The light moves with you, remaining centered on that point, and lasts for 1 minute or until you cast another Celestial spell.
Intense Light Your Celestial attack spells deal 1d6 extra damage.
Level 10 Astromancer
Characteristics Health +2 Magic You learn one spell.
Blinding Corona When you use your Inner Radiance talent,
each creature within 1 yard of you must get a success on a Strength challenge roll or become blinded until the end of the round.
Power of the Sun Whenever you cast an attack spell from
the Celestial tradition, you make the attack roll with 1 boon and creatures make challenge rolls to resist the spell with 1 bane.
Avenger
Avengers fight injustice wherever they may find it in the world. They derive power from the oaths they swear, using it to push past their limitations and exact vengeance against wrongdoers.
Master Paths
Level 7 Avenger
Attributes Increase three by 1 Characteristics Health +5
Languages and Professions You can speak another
language or add a profession.
Vow of Vengeance When a creature you can see deals
damage to you or another creature, you can use a triggered action to swear a vow of vengeance against the triggering creature. The target becomes marked for 1 minute, until it becomes incapacitated, or you become unconscious. Until the effect ends, you cannot use this talent again, but you have all of the following benefits: • You make attack rolls against targets you have marked
with 1 boon.
• Targets you have marked are frightened while within your reach.
• If a target you marked moves away from you, you can use a triggered action to move up to your Speed toward the target.
Level 10 Avenger
Characteristics Health +5
Avenger’s Wrath Your attacks deal 1d6 extra damage to
targets you have marked with your Vow of Vengeance.
Bard
Bards have great skill as performers, but they are no mere minstrels. Mastering Song magic gives them many advantages when interacting with others. They can draw from the songs and poems they learn to gain clues about the world around them, and weave magic into their music to manipulate their audiences, whether to inspire them or demoralize them. Bards are highly sought the world over for their skills and expertise, and find welcome almost anywhere they go.
Level 7 Bard
Attributes Increase three by 1 Characteristics Health +3, Power +1
Languages and Professions You can speak another
language and add the entertainer or musician profession.
Magic You discover the Song tradition or learn one Song
spell.
Esoteric Knowledge You know a bit about everything. You
make Intellect challenge rolls to recall useful information with 1 boon.
Level 10 Bard
Characteristics Health +3 Magic You learn one spell.
Disarming Charm When a creature becomes charmed from
a spell you cast, you can also make the creature impaired until that charmed affliction is removed.
Swift Song You can use a triggered action on your turn to
cast a Song spell you have learned.
Beastmaster
Beastmasters master the secrets of Primal magic to forge bonds with animals they charm. Their magic makes their
animal companions more powerful and enhances their own bestial transformations.
Level 7 Beastmaster
Attributes Increase three by 1 Characteristics Health +2, Power +1
Languages and Professions You can speak another
language or add a wilderness profession.
Magic You discover the Primal tradition or learn one Primal
spell.
Primal Beast When you cast the beast within spell, the
bonus to Speed increases by 2, and the extra damage from your attacks with unarmed strikes and natural weapons increases by 1d6.
Primal Bond You forge a bond with animals charmed by
your befriend animal spell. You gain all of the following benefits:
• When you would be targeted by a spell, you can extend the spell’s effect to one animal you have charmed that is within medium range.
• While you are within medium range of an animal charmed by you, you and the animal make all Perception rolls with 1 boon.
• While you are within 1 mile of an animal charmed by you, you can communicate with that animal telepathically even if you do not have languages in common.
Master Paths
Level 10 Beastmaster
Characteristics Health +2 Magic You learn one spell.
Primal Power Animals charmed by you make attack rolls
and challenge rolls with 1 boon. In addition, their attacks deal 1d6 extra damage.
Blade
Blades are master knife-fighters. Quick and precise strikes pierce their enemies’ defenses and deliver painful, bleeding wounds. Many blades have criminal backgrounds, developing their techniques after long use of these
concealable weapons.
Level 7 Blade
Attributes Increase three by 1 Characteristics Health +4
Languages and Professions You can speak another
language or add a profession.
Bleed Your attacks with daggers, knives, and similar
off-hand weapons can leave bleeding wounds. When the total of your attack roll is 20 or higher with such a weapon and exceeds the target number by at least 5, the target suffers a bleeding wound that lasts until the target heals damage or until a creature uses an action to stanch the wound, thus removing it. While suffering from the wound, the target is fatigued and takes 1d6 extra damage at the end of each round.
Level 10 Blade
Characteristics Health +4
Swift Blade You can use a triggered action on your turn to
attack with a dagger or knife.
Brute
Brutes become strong and tough through countless hours spent building muscle and vitality. They can shrug off injuries that would drop lesser creatures.
Level 7 Brute
Attributes Increase three by 1 Characteristics Health +8
Brawn You make Strength attack rolls and challenge rolls
with 1 boon.
Level 10 Brute
Characteristics Health +8
Mighty Thews You add your Strength modifier to the
damage rolls of attacks you make using basic, military, and heavy weapons.
Cavalier
Cavaliers exploit every advantage they can from fighting from the back of their steeds. Although many cavaliers are knights of the realm, they also include horse barbarians, raiders, and anyone else who would fight from the back of a beast.
Level 7 Cavalier
Attributes Increase three by 1 Characteristics Health +5
Languages and Professions You can speak another language
or add a common, military, or wilderness profession.
Combat Riding While mounted on a creature, you make
attack rolls with 1 boon against targets that are smaller than your mount.
Level 10 Cavalier
Characteristics Health +5
Devastating Charge Attacks you make as part of a charge
deal 1d6 extra damage, or 2d6 extra damage if you are mounted.
Master Rider Your mount gains a +2 bonus to Defense and
Speed.
Champion
Champions learn combat techniques to help them fight for causes important to them. Champions defend other people, ideals, or nations.
Level 7 Champion
Attributes Increase three by 1 Characteristics Health +5
Languages and Professions You can speak another
language or add a profession.
Battle Stance You can use an action or a triggered action
on your turn to enter a battle stance and remain in that stance until you move or become unconscious. While in the stance, you make attack rolls with 1 boon and creatures attacking you make attack rolls with 1 bane.
Level 10 Champion
Characteristics Health +5
Champion’s Resolve When you would become
incapacitated, you can use a triggered action to make a Strength challenge roll. On a success, you heal damage equal to your healing rate and, for 1 round, your weapon attacks deal 1d6 extra damage.
Chaplain
Chaplains provide spiritual guidance to their allies in battle. Many come from the ranks of priests, though some find religion late in their careers, abandoning their paths to become religious leaders. Chaplains typically carry holy books chained to their belts and wear symbols of their faith on their shields.
Level 7 Chaplain
Attributes Increase three by 1 Characteristics Health +4
Languages and Professions You can speak another
language or add a military or religious profession.
Battle Chant You can use an action or a triggered action
on your turn to chant for 1 round. Each round, on your turn, you can use a triggered action to extend the effect for another round. The effect ends immediately if you are prevented from speaking.