Perception of one target creature within your reach. On a success, the target becomes impaired for 1 round. On a failure, the target becomes immune to the effects of your Dirty Fighting talent until it completes a rest.
Win at Any Cost Impaired creatures take 1d6 extra damage
from your attacks.
Level 10 Gladiator
Characteristics Health +5
Finishing Blow You make attack rolls with 1 boon against
targets suffering from an affliction, and your attacks against such targets deal 1d6 extra damage.
Gunslinger
Gunslingers know everything there is to know about firearms. Excellent shots and cunning gunsmiths, they tinker with these weapons, modifying them to improve their accuracy and to reduce the time needed to reload them. Gunslingers come from all paths, though they typically have some background in engineering, artifice, or another technical profession.
Level 7 Gunslinger
Attributes Increase three by 1 Characteristics Health +3
Languages and Professions You can speak another
language or add a profession.
Six-Shooter You can use a tool kit and 1 gc worth of special
materials to transform a pistol into a six-shooter. It takes 8 hours of work to complete the transformation. Creatures other than you that attack with the weapon make their attack rolls with 3 banes.
The six-shooter functions as a pistol, except it does not have the misfire property. When you load the weapon, you can place up to six bullets in the chamber. You can attack with the weapon once for each bullet in the chamber before you must reload it.
Level 10 Gunslinger
Characteristics Health +3
Deadeye Shot Your make attack rolls with pistols and your
six-shooter with 1 boon, and your attacks with these weapons deal 1d6 extra damage.
Speed Loader You can reload your weapon as a minor
activity instead of as an action.
Healer
The Life tradition offers spells that enable healing and curing. Thus, the tradition is sought by those who wish to bring aid and comfort to those in need. Healers commit themselves to tending others’ hurts, to the exclusion of other pursuits, and typically come from a background dedicated to helping others. Such is their power that when they walk through a room, wounds close, diseases vanish, and poisons become harmless.
Level 7 Healer
Attributes Increase three by 1 Characteristics Health +4, Power +1
Magic You discover the Life tradition or learn a Life spell. Far Healing When you cast a Life spell that targets a
creature you can reach, you can instead target a creature within short range.
Level 10 Healer
Characteristics Health +4 Magic You learn one spell.
Empowered Healing When a creature heals damage from
a Life spell you cast, it heals extra damage equal to its healing rate.
Unassailable Vitality You never take damage from
disease or poison, and you cannot become diseased or poisoned. In addition, you heal all damage when you complete a rest.
Hexer
The vile art of Curse magic underpins hexers’ power. Delighting in the misfortune and suffering they create, hexers use spells to warp their enemies and strip away their vitality. Many discovered the Curse tradition as warlocks and witches and exult in the power the tradition offers them.
Level 7 Hexer
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 Curse tradition or learn a Curse spell. Evil Eye When a creature becomes cursed from a spell you
cast, you can use a triggered action to apply one of the following to the target until the curse ends:
• Desire: The target becomes charmed.
• Lethargy: The target becomes slowed.
• Pain: The target takes 2d6 damage.
Level 10 Hexer
Characteristics Health +2 Magic You learn one spell.
Exacting Curse Targets under the effects of your Curse
spells take 1d6 extra damage from your attacks.
Hydromancer
Developing their bond to water genies allows hydromancers to cast Water spells to greater effect and to gain greater benefits from their connections. Studying the tradition reveals its potential in battle, both in the effects its spells create and the subtle transformations they make. Most hydromancers have nautical backgrounds or spent considerable time on or under the ocean.
Level 7 Hydromancer
Attributes Increase three by 1 Characteristics Health +3, Power +1
Magic You discover the Water tradition or learn a Water spell. Flow Whenever you cast a Water spell, you can cover your
body with a sheen of water that lasts for a number of rounds equal to the spell’s rank. Until the effect ends,
Master Paths
you cannot be grabbed or immobilized, and you can freely move through spaces occupied by creatures.
Swimmer You ignore the effects of difficult terrain when
you swim.
Level 10 Hydromancer
Characteristics Health +3 Magic You learn one spell.
Watery Form You can use an action and expend the
casting of a Water spell to assume a watery form. You remain in the form for a number of rounds equal to your Power plus the rank of the spell whose casting you expended. You can use an action or a triggered action on your turn to return to your normal form. Until the effect ends, you have all of the following benefits: • You make all Agility rolls with 1 boon.
• You can move through openings wide enough to permit the passage of water.
• You take half damage from weapons.
• You cannot become grabbed, immobilized, knocked prone, or slowed.
• You are invisible while you are submerged in water.
Illusionist
The line between reality and illusion blurs around illusionists. These masters of Illusion magic fabricate lifelike simulacra of creatures and intense bursts of
energy, or reshape their environments to suit their needs. A great many illusionists come from the ranks of magicians, though a few began as rogues, developing their magical skills to pull off daring schemes.
Level 7 Illusionist
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 Illusion tradition or learn an Illusion
spell.
Convincing Illusions Creatures make Perception challenge
rolls with 2 banes to discern illusions created by your spells. As well, when you attack with an Illusion spell, you make the attack roll with 1 boon.
Level 10 Illusionist
Characteristics Health +2 Magic You learn one spell.
Illusory Duplicates When you take damage from an
attack, you can use a triggered action to roll a d6. On a 6, you reduce the damage to 0 and teleport to an open space you choose within short range.
Infiltrator
Master spies, infiltrators can find ways into the most secure locations. They use a combination of disguise, acting, and instinct to outwit security. Even when spotted, they fail to make a lasting impression—people have a hard time remembering that they ever saw them. And should their ruse be exposed, infiltrators know how to slip away from their pursuers unscathed.
Level 7 Infiltrator
Attributes Increase three by 1
Characteristics Perception +1, Health +3
Languages and Professions You can speak another
language or add a criminal profession.
Faceless You can attempt to hide anywhere; you can be
observed and you do not have to be heavily obscured or three-quarters covered. You remain hidden from using this talent until you use an action or a triggered action, after which you must wait at least 1 minute before you can use this talent again.
While you are hidden, people you talk to cannot remember details about you 1 minute after the conversation ends and totally forget having spoken to you 1 hour after the conversation ends.
Finally, during the first round of any combat in which you are hidden, you make attack rolls and challenge rolls with 1 boon. If you take a fast turn during this round, you can use an action and move.
Level 10 Infiltrator
Characteristics Health +3
Treacherous Strike Your weapon attacks deal 1d6 extra
damage to surprised targets and to targets from which you are hidden.
Vanish When you are obscured or covered in any way, you
can use a triggered action to use your Faceless talent.
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Master Paths
Inquisitor
Nearly all inquisitors serve the cult of the New God, working to expose corruption in the religion’s ranks and to flush out the demon-sworn, the damned, and the wicked. Key to their work is the ability to ferret out the truth. Not only do they know when people lie to them, but they also know numerous torture techniques to get their victims to reveal all their secrets.
Level 7 Inquisitor
Attributes Increase three by 1 Characteristics Health +3
Languages and Professions You can speak another
language or add a profession.
Dreadful Threat You can use an action to deliver a
terrible threat to one target creature that is subject to your Scrutiny talent and is within short range. Make an Intellect attack roll against the target’s Will. On a success, the target becomes frightened while it can see you. The effect ends when the target deals damage to you or after it completes a rest.
Master Torturer You can use an action to start torturing
one target defenseless or physically restrained creature within your reach. If you concentrate for at least 1 hour, during which time you use torturer’s tools on the target, you make an Intellect attack roll against the target’s Will. On a success, you can ask the target 1d6 questions (the GM rolls and keeps the number a secret), and the target must answer you truthfully and to the best of its knowledge. If it doesn’t know the answer, it makes up something that you might want to hear, though it’s up to you to interpret what it says as truth or not. On a failure, the target becomes immune to this talent until it completes a rest.
Scrutiny You can use an action to study one creature you
can see within medium range. Make a Perception attack roll against the target’s Intellect. On a success, the target is subject to your scrutiny until it completes a rest, until you can no longer see it, or until you use this talent again. On a failure, the target becomes immune to your use of this talent until it completes a rest.
While a creature is subject to your scrutiny, you know whenever it deliberately speaks a lie, and when you attack it, you make the attack roll with 1 boon.
Level 10 Inquisitor
Characteristics Health +3
Inquisitor’s Judgment Your weapon attacks against
creatures subject to your scrutiny deal 1d6 extra damage.