Avenger
Avenger (Playable in Starter Set)
Faith-driven warriors bound to a higher power, at first restricted to blunt weapons and a light armor default threshold. As with all Paths and Branches, later Avengers unlock some 1h bladed weapons and Medium or Half Medium Armor.
Avengers practice unwavering judgment showcasing an array of protection, healing, martial combative skills, hand to hand combat and mythical chants guided through their chosen deity or spiritual force, whether that devotion is righteous and public or quieter and more self-interested. Where others seek to end a fight quickly, an Avenger is built to outlast it, wearing down whoever stands against them through unshakable faith and sheer endurance until judgment finally comes due.
Avenger Path Alignments and Higher Powers
Cleric: Aelthora the Righteous - Goddess (Lawful)
Oath: Uphold justice and order | Virtue: Discipline | Values: Truth, duty, hierarchy | Dominion: Law
Note: As with all Paths, the alignment must be within the 2 of the Path's base, in this case Lawful (so Moral); however, devotion to its higher powers requires the Character to be AT the Path's base Alignment (see Alignment pg. 2). All three Branches under Cleric (Holy, Oracle, Warpriest) share this Lawful base alignment.
Aelthora embodies divine judgment tempered with mercy, watching over those who stand against darkness with righteous conviction. Her followers learn that true strength lies not in cruelty, but in the unwavering pursuit of justice and the protection of the innocent.
Monk: Kendur the Stillborn - Deity (Moral)
Note: The GM determines the Oath, Virtue, Values, and Dominion for Moral Paths. All three Branches under Monk (Chanter, Qirateka, Shapeflow) share this Moral base alignment.
Kendur walks the path of inner mastery and transcendent discipline, teaching that the sharpest blade is one forged in silence and tempered in stillness. Through meditation and relentless self-refinement, his devotees discover that the greatest battles are won before they begin.
Priest: The Luminae Circle - Pantheon/Celestials (Ambivalent)
Note: Ambivalent Paths answer to no patron and carry no oath or pact. All three Branches under Priest (Discipline, Salii, Shadow Weaver) share this Ambivalent base alignment.
A harmonious collective of celestial beings who guide those caught between worlds, the Luminae Circle teaches balance through adaptation and wisdom through experience. These entities work in concert to illuminate hidden paths and reveal truths concealed from lesser sight. Refer to The Trinity of Powers.
Favored Races:
Dwarf (Common)β +5, Humanβ +5, Halflingβ +5, Firbolg +5, Hawkbear +5
β Playable with Starter Set.
Averse Races: Bast -5, Bugbear -5, Troll (Bridge) -5, Troll (Mountain) -5, Drāco Blood -5, Drow -5, Dwarf (Glimmerstone) -5, Gnoll -5, Orcus -5, Goblorc -5, Pinkling -5, Ratkin -5, Emberscale -5, Imperials -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Avenger Blessing, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Zealous Reckoning, Once Per Day the Avenger calls down judgment, dealing holy damage equal to twice their Piety Score to one target and healing themselves for half that amount.
Extra 1d6 + lvl radiant damage on Critical Hits.
Once per encounter, Avengers can Flourish their blunt weapon to grant an ally a free Defense roll.
Avengers get +5 feet their base movement speed, once per encounter.
Avengers get +4 plus their PIETY Score on Knowledge checks involving religious lore.
Avenger Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Cleric - The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies.
a. Holy - The Cleric's default and most balanced expression, a steady shield-and-mace defender.
b. Oracle - A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
c. Warpriest - A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
ii. Monk - A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel.
a. Chanter - A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
b. Qirateka - A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
c. Shapeflow - The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
iii. Priest - A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat.
a. Discipline - A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
b. Salii - The Priest branch that finally unlocks true enchanted daggers and heavier armor.
c. Shadow Weaver - A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Favorite Talent and Profession Trees
Talent Trees: Theologist
Professions: Apothecary, Enchanter, Witchcrafter
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).
Weapon Proficiency (Tier): Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 2h, 1h (Main), or 1h (Off) with Shield or Holy Symbol. Distance: Melee. Style: Blunt. Forbidden: Any Armament associated with evil or cursed. All Variants outside Telluric. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Avenger Main Class Slot Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers four Slots, learn only ONE. See Ability Cards individually for details, see card examples on this page. See Slots and Prerequisites, above, for how a later choice can require an earlier one.
Wearing a heavier Grade than the current tier allows brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Avenger)
▸ Expand Ability Tree
LVL 1 Avenger Tier Abilities
▸ Select to Expand Abilities
For Paths see LVL 3 Tier Abilities Below
| Spell Abilities |
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See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Avenger Tier Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Avenger Tier Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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Example Spell Card - Smite. (Temporary layout, pending final card design.)
For Branches, refer to LVL 20 of each Path
Alignment: Lawful
Spectrum, may learn: Lawful or Moral. Devotion to Aelthora the Righteous requires Lawful.
Higher Power: TBA (Lawful)
The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies. (LVL 4-20)
(see Cleric Path and Branch Abilities Below)
Cleric Path
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Weapon Proficiency (Culture, Cleric) (Abilities require one of the weapons below to be readied; Basic Attacks do not)Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 1h (Main), shield or holy symbol (Off), or 2h. Distance: Melee. Style: Blunt. +8 to Hit (Main Hand), +2 to Hit (Off Hand) when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Cleric):
◆TAW
◆Oxidize
◆Malign
◆Chthonic
◆Evil Symbols
Materials Forbidden (Culture, Cleric):
◆None. The Cleric Culture judges a weapon by its shape and its making, not its substance.
Armor Forbidden (Culture, Cleric):
◆None by Culture; the Armor Grade threshold below still applies. Cleric orders have always sent their own into the shield-line, and armor of any make is thought no barrier between a Cleric and their Higher Power.
Cleric doctrine forbids the shedding of blood by an edge. Its Abilities are performed with weapons that break rather than cut, which is why the mace, hammer and shield-boss carry the tradition and the sword never has. Bladed and Chopping weapons perform no Cleric Ability, though a Cleric may of course still swing one as a Basic Attack.
Branch Exceptions (Culture, Cleric):
This Culture carries through to every Cleric Branch. Each Branch below states only where its own practice departs from it; anything unlisted stays as set above.
◆Holy - Permits: a Piercing weapon, the blessed spear, and Heavy Grade (Sanctified Plate). A spear consecrated at the altar is held to strike as a rod rather than a blade, the one edge-adjacent arm the doctrine has ever admitted.
◆Oracle - Refuses: all metal, in weapon and armor alike. Oracles read what is to come through untouched substance, and hold worked metal to cloud it. Wood and glass only, Light Grade (Ivory-threaded Cloth) or lighter.
◆Warpriest - Permits: a 1h (Main) Slashing weapon where it is Magic, and Medium Grade (Battle Chain). An enchanted edge is reckoned an instrument of the power that blessed it rather than a blade of war, and so falls outside the prohibition.
Armor Thresholds
Armor Grade: caps at Half Medium (Chain).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
Holy Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Holy Branch chosen at LVL 21 - see Holy above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Holy Branch chosen at LVL 21 - see Holy above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
Oracle Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Oracle Branch chosen at LVL 21 - see Oracle above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Oracle Branch chosen at LVL 21 - see Oracle above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
Warpriest Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Warpriest Branch chosen at LVL 21 - see Warpriest above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Warpriest Branch chosen at LVL 21 - see Warpriest above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Cleric Abilities (Avenger Tier)
- The frontline face of the faith, standing in the shield-line and striking with holy conviction alongside their allies.
▸ Expand Ability Tree Paths
LVL 4 Avenger - Cleric Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Avenger - Cleric Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Avenger - Cleric Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Avenger - Cleric Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Avenger - Cleric Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Avenger - Cleric Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
Example Spell Card - Shield-Wall Bash. (Temporary layout, pending final card design.)
CD, 3 Charges
Example Spell Card - Ward of Cleansing. (Temporary layout, pending final card design.)
CD, 3 Charges
The Cleric's default and most balanced expression, a steady shield-and-mace defender.
Branch: Holy Abilities (Cleric Path)
- the Cleric's default and most balanced expression, a steady shield-and-mace defender. (1h blunt weapon and shield, or 2h blunt weapon, as Cleric default; unlocks Heavy Grade (Sanctified Plate) armor and a Piercing weapon, a blessed spear)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Holy Branch continues this Path's progression exclusively through LVL 30. |
Example Spell Card - Sanctified Reckoning (LVL 30, 🗡️ DPS, hypothetical, Goliath race). Uses: 2/Day, the Tier a LVL 30 capstone reaches on a Goliath's lower 24-point Mana pool; Holy's real LVL 21-30 content is still content TBA. (Temporary layout, pending final card design.)
RECHRG, 2 Charges
Example Spell Card - Rite of Rejoined Breath (LVL 30, 🌑 Hybrid, hypothetical). Uses: 1/Day, a designer override, since Breather/Short Rest regeneration always leaves room for a second use before a Long Rest. (Temporary layout, pending final card design.)
RECHRG, 1 Charge
A farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure.
Branch: Oracle Abilities (Cleric Path)
- a farther-reaching caster who trades armor weight for spell range, wielding only wood or glass blunt weapons to keep their channeling pure. (2h blunt weapon, wood or glass only, no metal, or 1h blunt weapon, wood or glass, and holy symbol in offhand; Light Grade (Ivory-threaded Cloth) armor or lighter)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Oracle Branch continues this Path's progression exclusively through LVL 30. |
A dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand.
Branch: Warpriest Abilities (Cleric Path)
- a dual-wielding Cleric who pairs a blunt main-hand weapon with any offhand blunt weapon, eventually earning a magic slashing weapon in the main hand. (1h (Main) blunt weapon, 1h (Off) any blunt weapon; unlocks Medium Grade (Battle Chain) armor and a 1h (Main) Slashing weapon, must be magic)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Warpriest Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Moral
Spectrum, may learn: Lawful, Moral or Ambivalent. Devotion to Kendur the Stillborn requires Moral.
Higher Power: TBA (Moral)
A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel. (LVL 4-20)
(see Monk Path and Branch Abilities Below)
Monk Path
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Weapon Proficiency (Culture, Monk) (Abilities require one of the weapons below to be readied; Basic Attacks do not)Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 1h, 2h, or bare hands. Distance: Melee. Style: Blunt. Material: Wood only. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Monk):
◆TAW
◆Chthonic
Materials Forbidden (Culture, Monk):
◆Any material not of wood, in weapon and in hand-covering alike.
◆Worked metal of every kind.
◆Hide, leather, bone, sinew, and every other part of a living creature.
Armor Forbidden (Culture, Monk):
◆Metal armor of any Grade, however light.
◆Hide and leather armor of any Grade.
The Monk Culture holds that what is carried shapes what is practiced. Metal is worked for war and carries that purpose into the hand; the parts of a beast are taken by harm and carry that. A Monk trains with what grew and was cut without violence, or with nothing at all, which is why the staff and the open hand carry this tradition. The restriction is on Monk Abilities only, never on what a Monk may pick up and swing.
Branch Exceptions (Culture, Monk):
This Culture carries through to every Monk Branch. Each Branch below states only where its own practice departs from it; anything unlisted stays as set above.
◆Chanter - Permits: a chant instrument of any grown material, gourd, cane, reed or string, and Light Grade (Songweave Cloth). The voice is the instrument proper; what carries it is held to be furniture rather than arm.
◆Qirateka - Permits: worked metal in light bladed hand weapons such as tonfa or sai, Medium Grade (Banded Chain), and Medium Grade bracers for Parry. Qirateka answered the question of who stands in front by deciding a body between the enemy and the weak is worth the compromise the rest of the tradition will not make.
◆Shapeflow - Refuses: all bracers and every rigid piece, beyond even the Path's own bar. Delicate Grade (Featherwrap Silk) and hand wraps only, since anything stiffer is held to interrupt the motion the whole practice is built on.
Armor Thresholds
Armor Grade: Light or lighter (Padded Wraps).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
Chanter Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Chanter Branch chosen at LVL 21 - see Chanter above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Chanter Branch chosen at LVL 21 - see Chanter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
Qirateka Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Qirateka Branch chosen at LVL 21 - see Qirateka above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Qirateka Branch chosen at LVL 21 - see Qirateka above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
Shapeflow Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Shapeflow Branch chosen at LVL 21 - see Shapeflow above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shapeflow Branch chosen at LVL 21 - see Shapeflow above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Monk Abilities (Avenger Tier)
- A disciplined, often unarmed practitioner of the faith who channels devotion through the body itself rather than steel.
▸ Expand Ability Tree Paths
LVL 4 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 9.5 midpoint Abilities.
LVL 10 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| Spell Abilities |
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See Ability Cards for LVL 10.5 midpoint Abilities.
LVL 9-20 Avenger - Monk Path Abilities
▸ Select to Expand Abilities
| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
Example Spell Card - Iron Palm Strike (LVL 4, 🛡️ Tank). Uses: Unlimited, the Tier every currently published Ability falls into on a Standard character. (Temporary layout, pending final card design.)
A Monk who channels devotion through music, using a light instrument as a magical focus for their chants.
Branch: Chanter Abilities (Monk Path)
- a Monk who channels devotion through music, using a light instrument as a magical focus for their chants. (unarmed strikes plus a light instrument for chants; Light Grade (Songweave Cloth) armor or lighter, and a Magic-channeling chant instrument)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Chanter Branch continues this Path's progression exclusively through LVL 30. |
A tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts.
Branch: Qirateka Abilities (Monk Path)
- a tankier Monk branch that uses medium armor and bracers to parry blows, drawing enemy attention away from allies with taunts. (unarmed strikes; unlocks Medium Grade (Banded Chain) armor and light bladed hand weapons like tonfa or sai, plus Medium Grade bracers usable for Parry; also gains taunts that draw threat from allies onto themselves)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Qirateka Branch continues this Path's progression exclusively through LVL 30. |
The most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows.
Branch: Shapeflow Abilities (Monk Path)
- the most mobile Monk branch, forgoing all but the lightest armor to strike with precise, piercing unarmed blows. (unarmed strikes only; Delicate Grade (Featherwrap Silk) armor only, for maximum mobility; unlocks a 1h Piercing unarmed strike, precise knuckle and joint strikes)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shapeflow Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Amoral
Spectrum, may learn: Ambivalent, Moral or Lawful. Devotion to The Luminae Circle requires Ambivalent.
Higher Power: TBA (Amoral)
A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat. (LVL 4-20)
(see Priest Path and Branch Abilities Below)
Priest Path
▸ Select to Expand Armaments
Weapon Proficiency (Culture, Priest) (Abilities require one of the weapons below to be readied; Basic Attacks do not)Variant: Telluric. Type: Tactical for Martial, Magic for Spell. Hand: 1h. Distance: Melee. Style: Blunt (conjures spectral strikes until Salii unlocks a real Piercing weapon). +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Priest):
◆TAW
◆Chthonic
Materials Forbidden (Culture, Priest):
◆None by substance, though see the weapon profile above; the Priest Culture cares far more for how a thing was consecrated than for what it was made from.
Armor Forbidden (Culture, Priest):
◆Rigid armor of any Grade while a rite is being performed. Priest practice is conducted in cloth, and the tradition holds that plates and scales interrupt what is being asked for.
The Priest Culture deals in rite, shadow and blood-price rather than the open shield-line. Its Abilities are performed with a consecrated hand weapon or with nothing visible at all, a spectral strike called up in place of steel, until a Branch grants the tradition a real blade to carry.
Branch Exceptions (Culture, Priest):
This Culture carries through to every Priest Branch. Each Branch below states only where its own practice departs from it; anything unlisted stays as set above.
◆Discipline - Refuses: the free offhand. Discipline is practiced with a shield or a second blunt weapon always in the off hand, and its Abilities are not performed without one.
◆Salii - Permits: 1h Slashing weapons, enchanted daggers of Piercing or Slashing make, a shield in the off hand, and Medium Grade (Mithril) armor. The Salii are the armed dancers of the priesthood, and theirs is the oldest reading of the rite: that it was always performed under arms, in armor and behind a shield, and that the cloth-only practice of the other Branches is the later softening. A Salii performs the rite in step, blade drawn and shield on the arm, and their Abilities are not performed without them. This is the widest exception any Avenger Branch states.
◆Shadow Weaver - Permits: concealed Piercing blades, while refusing every Grade above Light (Shadowweave Cloth). What cannot be hidden cannot be carried, so the blade is permitted and the armor narrows further.
Armor Thresholds
Armor Grade: Light or lighter (Shroud Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
Discipline Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Discipline Branch chosen at LVL 21 - see Discipline above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Discipline Branch chosen at LVL 21 - see Discipline above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
Salii Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Salii Branch chosen at LVL 21 - see Salii above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Salii Branch chosen at LVL 21 - see Salii above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Shadow Weaver Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic Attacks do not)Set by the Shadow Weaver Branch chosen at LVL 21 - see Shadow Weaver above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shadow Weaver Branch chosen at LVL 21 - see Shadow Weaver above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Priest Abilities (Avenger Tier)
- A quieter servant of the faith who deals in ritual, shadow, and blood-price rather than open combat.
▸ Expand Ability Tree Paths
LVL 4 Avenger - Priest Path Abilities
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| Spell Abilities |
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See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Avenger - Priest Path Abilities
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| Spell Abilities |
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See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Avenger - Priest Path Abilities
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| Spell Abilities |
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See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Avenger - Priest Path Abilities
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| Spell Abilities |
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See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Avenger - Priest Path Abilities
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| Spell Abilities |
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See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Avenger - Priest Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance.
Branch: Discipline Abilities (Priest Path)
- a defensively-minded Priest who fights with a blunt weapon and shield, or dual blunt weapons, in a disciplined guarding stance. (1h (Main) blunt weapon and shield, or 1h (Main) blunt weapon and 1h (Off) blunt weapon; disciplined defensive stance)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Discipline Branch continues this Path's progression exclusively through LVL 30. |
The Priest branch that finally unlocks true enchanted daggers and heavier armor.
Branch: Salii Abilities (Priest Path)
- the Priest branch that finally unlocks true enchanted daggers and heavier armor. (unlocks enchanted daggers and Mithril, Medium Grade armor)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Salii Branch continues this Path's progression exclusively through LVL 30. |
Example Spell Card - Consecrated Dagger Strike (LVL 21, 🗡️ DPS, hypothetical). Uses: 3/Day, the Tier a LVL 21 Branch pick reaches on a Standard character; Salii's real LVL 21-30 content is still content TBA. (Temporary layout, pending final card design.)
RECHRG, 3 Charges
A stealth-focused Priest who favors concealed blades and shadow over open ritual combat.
Branch: Shadow Weaver Abilities (Priest Path)
- a stealth-focused Priest who favors concealed blades and shadow over open ritual combat. (Light Grade (Shadowweave Cloth) armor and concealed blades, favors stealth over daggers)
▸ Expand Ability Tree Branches
| Lvl | Spell Abilities |
|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shadow Weaver Branch continues this Path's progression exclusively through LVL 30. |