Bard - Class Tree
Bard (Not Playable in Starter Set)
Musical enchanters who blend performance and combat into a single flowing art, Bards weave spells through melody, rhythm, and song, inspiring allies to supernatural performance, confusing enemies into disarray, and reshaping the battlefield's emotional landscape through instruments that are as much weapon as they are art. Centyrs have a natural affinity for this class.
‡ Abilities from their respective trees are summarized below. 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.
Alignment: Alignments range from Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Bard's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Centyr +5, Elf (High) +5, Brownling +5, Gnome +5, Halfling† +5, Dwarf (Common)† +5, Human† +5
†Halfling, Dwarf, and Human Playable with Starter Set.
Averse Races: Ogre -5, Dwarf, Common -5, Orcus -5, Leshy -5, Skrath -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.
Bard's Cadence, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Crescendo, Once Per Day the Bard builds to a climactic verse, granting every ally within earshot an extra action on their next turn.
Extra 1d6 + LVL psychic damage on Critical Hits.
Once per encounter, Bards can Flourish their instrument to grant an ally advantage on their next Talent Roll.
Bards get +5 feet their base movement speed, once per encounter.
Bards get +4 plus their CHARISMA SCR on Persuasion checks.
Bard Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Percussionist - A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody.
Alignment: Ambivalent
Observance: None. Ambivalent Paths answer to no god and no patron at all.
No Higher Power, so no exact alignment is required at this Path or at any of its three Branches below.
a. Distorter - A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
b. Pounder - A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
c. Rattler - A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
ii. Serenade - A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song.
Alignment: Evil
Observance: Offering and dominion. Devotion is paid in what it costs someone.
Will not share a Character with: Lawful and Moral.
The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
a. Charmer - A Serenade who bends enemy will with a voice too beguiling to resist.
b. Songbird - A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
c. Sprite - A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
iii. Strumalong - A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape.
Alignment: Amoral
Observance: Bargain and price. Devotion is a contract kept, whatever it was for.
Will not share a Character with: Moral.
The Higher Power bonus requires holding Amoral exactly, and that same base carries through all three of its Branches below.
a. Melodist - A Strumalong devoted to pure melody, weaving spellsong into every note.
b. Plucker - A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
c. Stroller - A wandering Strumalong who plays best on the move, never settling in one place.
Favorite Talent and Profession Trees
Talent Trees: Trader
Professions: Body Artist, Holo-Artist, Cook
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.
Bard Tier Armaments
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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 or TAW. Type: Magic. Hand: 1h (Main). Distance: Melee. Style: Instrument (string, drum, keyed, or wind). Forbidden: Chthonic Variant. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Bard Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, 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.
Armaments reminder: Delicate or Light armor; Weapon Style: none, 1h Instrument (string, drum, keyed, or wind), see each Path below for how this widens past LVL 5 into Strum, Percussion, Keyed, Lullaby, or Wind. Weapon Type: Tactical or TAW for Martial, Magic for Spell (Martial is struck or beaten directly through the instrument, close and percussive, Spell is sung or played out at range, not incantations; TAW Martial covers electric instruments, common among Omnè Bards). Wearing a heavier Grade 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 (Bard)
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LVL 1 Bard Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Bard Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Bard Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A percussion-driven Bard who overwhelms enemies with rhythm and volume rather than melody. (LVL 4-20)
(see Percussionist Path and Branch Abilities Below)
Percussionist Path
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Weapon Proficiency (Culture, Percussionist) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Percussion or Keyed (1h or 2h drum or keyed Instrument, e.g. a xylophone strapped on like a drum; electronic drum kit or synth-keyed rig for TAW/Omnè Bards). Weapon Type: Tactical or TAW for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Percussionist):
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate or Light (Drumhide).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
Distorter Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Distorter Branch chosen at LVL 21 - see Distorter 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 Distorter Branch chosen at LVL 21 - see Distorter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
Pounder Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Pounder Branch chosen at LVL 21 - see Pounder 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 Pounder Branch chosen at LVL 21 - see Pounder above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
Rattler Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Rattler Branch chosen at LVL 21 - see Rattler 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 Rattler Branch chosen at LVL 21 - see Rattler 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: Percussionist Abilities (Bard Tier)
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LVL 4 Bard - Percussionist Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Bard - Percussionist Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Bard - Percussionist Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Bard - Percussionist Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Bard - Percussionist Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Bard - Percussionist 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 Percussionist who twists rhythm itself, disorienting enemies with broken, off-beat drumming.
Branch: Distorter Abilities (Percussionist Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Distorter Branch continues this Path's progression exclusively through LVL 30. | |
A Percussionist who drives allies forward with a war-drum's heavy, driving beat.
Branch: Pounder Abilities (Percussionist Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Pounder Branch continues this Path's progression exclusively through LVL 30. | |
A Percussionist whose rapid rattling rhythm rattles enemy nerve as much as their ears.
Branch: Rattler Abilities (Percussionist Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Rattler Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Evil
Higher Power: TBA (Evil)
A vocal Bard whose serenades charm and beguile, turning enemies into willing participants in the Bard's own song. (LVL 4-20)
(see Serenade Path and Branch Abilities Below)
Serenade Path
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Weapon Proficiency (Culture, Serenade) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Lullaby or Wind (voice or 1h wind Instrument; amplified voice or electric wind synth for TAW/Omnè Bards). Weapon Type: Tactical or TAW for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Serenade):
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate or Light (Chorus Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Serenade who bends enemy will with a voice too beguiling to resist.
Charmer Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Charmer Branch chosen at LVL 21 - see Charmer 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 Charmer Branch chosen at LVL 21 - see Charmer above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
Songbird Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Songbird Branch chosen at LVL 21 - see Songbird 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 Songbird Branch chosen at LVL 21 - see Songbird above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
Sprite Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Sprite Branch chosen at LVL 21 - see Sprite 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 Sprite Branch chosen at LVL 21 - see Sprite 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: Serenade Abilities (Bard Tier)
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LVL 4 Bard - Serenade Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Bard - Serenade Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Bard - Serenade Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Bard - Serenade Path Ability
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Bard - Serenade Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Bard - Serenade 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 Serenade who bends enemy will with a voice too beguiling to resist.
Branch: Charmer Abilities (Serenade Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Charmer Branch continues this Path's progression exclusively through LVL 30. | |
A Serenade whose clear, carrying voice steadies allies across the whole battlefield.
Branch: Songbird Abilities (Serenade Path)
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| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Songbird Branch continues this Path's progression exclusively through LVL 30. | |
A playful Serenade who darts between allies, lifting spirits with quick, teasing verses.
Branch: Sprite Abilities (Serenade Path)
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| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Sprite Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Amoral
Higher Power: TBA (Amoral)
A string-instrument Bard whose melodies snare enemies in debts and favors they can't escape. (LVL 4-20)
(see Strumalong Path and Branch Abilities Below)
Strumalong Path
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Weapon Proficiency (Culture, Strumalong) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Strum (1h string Instrument; electric guitar for TAW/Omnè Bards). Weapon Type: Tactical or TAW for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Strumalong):
◆Chthonic
Armor Thresholds
Armor Grade: caps at Delicate or Light (Lutewrap Cloth).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Strumalong devoted to pure melody, weaving spellsong into every note.
Melodist Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Melodist Branch chosen at LVL 21 - see Melodist 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 Melodist Branch chosen at LVL 21 - see Melodist above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
Plucker Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Plucker Branch chosen at LVL 21 - see Plucker 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 Plucker Branch chosen at LVL 21 - see Plucker above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A wandering Strumalong who plays best on the move, never settling in one place.
Stroller Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Stroller Branch chosen at LVL 21 - see Stroller 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 Stroller Branch chosen at LVL 21 - see Stroller 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: Strumalong Abilities (Bard Tier)
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LVL 4 Bard - Strumalong Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Bard - Strumalong Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Bard - Strumalong Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Bard - Strumalong Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Bard - Strumalong Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Bard - Strumalong 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 Strumalong devoted to pure melody, weaving spellsong into every note.
Branch: Melodist Abilities (Strumalong Path)
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| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Melodist Branch continues this Path's progression exclusively through LVL 30. | |
A fast-fingered Strumalong who strikes as quickly with string-snaps as with words.
Branch: Plucker Abilities (Strumalong Path)
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| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Plucker Branch continues this Path's progression exclusively through LVL 30. | |
A wandering Strumalong who plays best on the move, never settling in one place.
Branch: Stroller Abilities (Strumalong Path)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Stroller Branch continues this Path's progression exclusively through LVL 30. | |