Strategist (Playable in Starter Set)
Calculating predators who win before the first blow lands, Strategists use intelligence, positioning, and layered deception to dismantle opponents from angles they never considered, equally dangerous in the shadows, in plain sight, or threading a spelled blade through a gap in armor that nobody else saw was there.
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‡ 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.
Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.
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)
Strategist'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.
Favored Races:
Bast +5, Drow +5, Dwarf (Glimmerstone) +5, Helf +5, Goblorc +5, Halfling† +5, Dwarf (Common)† +5, Human† +5, Miceling +5
†Halfling, Dwarf, and Human Playable with Starter Set.
Averse Races: 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.
Tactical Precision, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Killing Edge, Once Per Day the Strategist strikes from an unseen angle, dealing damage equal to twice their Deceit SCR to one target, with the attack always counting as a Critical Hit.
Extra 1d6 + LVL shadow damage on Critical Hits.
Once per encounter, Strategists can Flourish their blade that lowers their target's Perception at a number equal to their Deceit SCR.
Strategists get +5 feet their base movement speed, once per encounter.
Strategists get +4 plus their DECEIT SCR on Stealth checks.
Strategist Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. Rogue - A stealth-focused Strategist who strikes from the shadows before the fight ever truly starts.
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. Assassin - A Rogue who ends fights before they begin, striking once from perfect position.
b. Recon - A Rogue focused on scouting and information, staying unseen until the moment it matters.
c. Shroud - A Rogue who fights from concealment, wrapped in shadow and silence.
ii. Shadow Stalker - A Strategist who fights from between shadows themselves, unnerving enemies as much as outmaneuvering them.
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. Abyssal - A Shadow Stalker who draws on something darker than shadow alone.
b. Specter - A Shadow Stalker who lingers just out of sight, striking before ever being seen.
c. Wraith - A Shadow Stalker who moves like smoke, barely touching the world they haunt.
iii. Spellblade - A blade-and-spell hybrid Strategist who weaves magic directly into every strike.
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. Phantom Blade - A Spellblade whose weapon strikes as much through illusion as through steel.
b. Shadowblade - A Spellblade who weaves shadow magic directly into every strike.
c. Sprightly - A Spellblade who fights with quick, light footwork, always a step ahead.
Favorite Talent and Profession Trees
Talent Trees: Thief
Professions: Gem Crafter, Tech Salvager, Data Broker
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.
Strategist 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. Type: Tactical. Hand: 1h (Main), or 1h (Off) with a second Dagger or an empty hand. Distance: Melee. Style: Piercing or Slashing. Forbidden: All Variants outside Telluric. Magic Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
▾ Collapse Armament
Strategist 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: Light Grade armor or lighter; Weapon Style: Piercing or Slashing, 1h, Melee (e.g., dagger, stiletto, shortsword, or rapier). Weapon Type: Tactical for Martial, Magic for Spell. 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 (Strategist)
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LVL 1 Strategist Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
| Martial Abilities | Spell Abilities |
- (Slot A) Sneak Strike
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedA blade in the back before the target knows there's a fight, bonus Damage against an unaware target... refer to Ability Card. - (Slot B) Bazaar Weave
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Defense (Evade through crowd) while moving through crowded terrain... refer to Ability Card. - (Slot C) Fleet Step
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Agility when moving through difficult terrain... refer to Ability Card.
| - (Slot A) Shadow Veil
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA minor illusion woven from shed shadow-selves, that lashes at anyone who tries to strike through it, dealing minor Damage... refer to Ability Card. - (Slot B) Flicker
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA blink quicker than a bound spirit's whim, avoids one attack of opportunity... refer to Ability Card. - (Slot C) Whisper
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA message carried short-range the way a storyteller's coded word travels a crowded market, silent to one ally... refer to Ability Card.
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Strategist Tier Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Wraithstep Strike
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedA killing stroke that leaves the attacker already gone, bonus Damage against an unaware target, plus briefly conceals the attacker after... refer to Ability Card. - (Slot B) Coiled Sense
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Defense (anticipatory Dodge) against surprise attacks, sensing a hidden threat before it strikes... refer to Ability Card. - (Slot C) Shadow-Walk
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Agility while moving through dim light or shadow... refer to Ability Card.
| - (Slot A) Flicker-Clone
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA fleeting duplicate afterimage left behind the way a trained shadow-walker sheds a decoy, lashes out with a brief illusory strike for minor Damage... refer to Ability Card. - (Slot B) Substitution Step
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA blink that leaves a bound spirit's decoy in its place, avoiding one attack of opportunity... refer to Ability Card. - (Slot C) Sign Cipher
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA coded hand-sign passed short-range to one ally, the same discipline that keeps a market crier's message from prying ears... refer to Ability Card.
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Strategist Tier Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Silk Dagger
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedA concealed blade that opens a throat before anyone notices it was drawn, bonus Damage against an unaware target... refer to Ability Card. ↳ Unlocks Backstab (LVL 4) - (Slot B) Read the Room
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: Unlimited+1 Defense (read-and-Dodge) against the next attack from a target you've observed this turn... refer to Ability Card. - (Slot C) Bazaar Reading
ATTKRange: Touch or Touch | Style: Piercing or Slashing | Hand: 1h | Discipline: Cunning Cost: 2 Stamina Uses: UnlimitedAdvantage on one Deceit check while negotiating or bargaining... refer to Ability Card.
| - (Slot A) Wind-Step
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA minor blink quick as a step off the wind itself, that also grants +1 Defense for one turn... refer to Ability Card. ↳ Unlocks Shadowstab (LVL 4) - (Slot B) Bound Whisper
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA message bound to one ally short-range, unblockable by mundane noise, carried the way a bound spirit answers only one master... refer to Ability Card. - (Slot C) Mirage Veil
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA shimmering heat-mirage illusion born of open sand and empty horizon, that scorches anyone who attacks through it, minor fire damage... refer to Ability Card.
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Strategist Paths †
† For Branches, refer to LVL 20 of each Path
Alignment: Amoral
Higher Power: TBA (Amoral)
A stealth-focused Strategist who strikes from the shadows before the fight ever truly starts. (LVL 4-20)
(see Rogue Path and Branch Abilities Below)
Rogue Path
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Weapon Proficiency (Culture, Rogue) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Rogue):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light (Guildleather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Rogue Branches
◆ Assassin (unlocks poisoned blades) (LVL 21-30)
A Rogue who ends fights before they begin, striking once from perfect position.
Assassin Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Assassin Branch chosen at LVL 21 - see Assassin 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 Assassin Branch chosen at LVL 21 - see Assassin above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Recon (light armor and dagger, built for reconnaissance) (LVL 21-30)
A Rogue focused on scouting and information, staying unseen until the moment it matters.
Recon Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Recon Branch chosen at LVL 21 - see Recon 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 Recon Branch chosen at LVL 21 - see Recon above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Shroud (no armor for maximum stealth; dagger only) (LVL 21-30)
A Rogue who fights from concealment, wrapped in shadow and silence.
Shroud Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Shroud Branch chosen at LVL 21 - see Shroud 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 Shroud Branch chosen at LVL 21 - see Shroud 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: Rogue Abilities (Strategist Tier)
(Weapon Style: Piercing, 1h, Melee)
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LVL 4 Strategist - Rogue Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Backstab
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 2 Stamina Uses: UnlimitedFollowing through Silk Dagger, it adds a round of duration, then drives the concealed blade deeper, even greater bonus Damage against an unaware target, and now also deals bonus Damage from a flanking position even if the target isn't unaware. ↰ Requires Silk Dagger (LVL 3) - (Slot B) Sentinel's Strike
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 2 Stamina Uses: UnlimitedA guild-guard's trained watchfulness, +1 Defense (flanking Parry) while flanking an engaged target... refer to Ability Card. - (Slot C) Lockcraft
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 2 Stamina Uses: UnlimitedA market-quarter's trade-secret craft, advantage on one Trap Tech or Lockpicking check... refer to Ability Card.
| - (Slot A) Shadowstab
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedFollowing through Wind-Step, it adds a round of duration, then carries the blink further, granting +2 Defense for one turn instead of +1, and casting a blade-shadow that marks the target's blind side, granting the Rogue bonus Damage against it from a flanking position, or a smaller bonus Damage to allies who strike it from the same position. ↰ Requires Wind-Step (LVL 3) - (Slot B) Umbral Watch
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA shadow-woven watchfulness extended to an ally, grants that ally +1 Defense (flanking Parry) while flanking an engaged target... refer to Ability Card. - (Slot C) Shadow Key
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA whispering shade sent ahead to scout a lock or trap, grants an ally advantage on their next Trap Tech or Lockpicking check... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Strategist - Rogue Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Corsair's Cut
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA raider's cut learned along busy sea-lanes, bonus Damage from a flanking position while the target is engaged with an ally... refer to Ability Card. - (Slot B) Harbor Sense
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA trading-post's inherited awareness, +1 Defense (sure footing and awareness) while fighting at a dock, ship, or waterfront... refer to Ability Card. - (Slot C) Court Cipher
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA coded discipline learned in imperial courts, advantage on one check to decode a message, ledger, or hidden clue... refer to Ability Card.
| - (Slot A) Corsair's Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA raider's shade cast over an ally's blade, granting that ally bonus Damage from a flanking position while their target is engaged with the Rogue... refer to Ability Card. - (Slot B) Harbor Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA shadow-woven awareness extended to an ally, grants that ally +1 Defense (sure footing and awareness) while fighting at a dock, ship, or waterfront... refer to Ability Card. - (Slot C) Court Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA shade sent to eavesdrop on an ally's behalf, grants that ally advantage on their next check to decode a message, ledger, or hidden clue... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Strategist - Rogue Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Crowd Mark
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA mark picked out of a crowd long before anyone else notices they've been marked at all... refer to Ability Card. - (Slot B) Crowd Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA cut thrown at whoever's already marked in the crowd... refer to Ability Card. - (Slot C) Crowd Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 3 Stamina Uses: 3/RoundA guard held while picking a mark out of a crowd unnoticed... refer to Ability Card.
| - (Slot A) Crowd Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA mark picked out of a crowd, shaded away from notice before anyone realizes they've been marked... refer to Ability Card. - (Slot B) Crowd Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA bolt loosed at whoever's already marked in the crowd... refer to Ability Card. - (Slot C) Crowd Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA renewal drawn while picking a mark out of a crowd unnoticed, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Strategist - Rogue Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Greeting's Mark
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundA target marked for murder in the same breath as the greeting, closing in before the smile even fades... refer to Ability Card. - (Slot B) Greeting's Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundA cut thrown before the smile even fades... refer to Ability Card. - (Slot C) Greeting's Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundA guard held while marking a target for murder in the same breath as the greeting... refer to Ability Card.
| - (Slot A) Greeting's Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA target marked for murder shaded away before the smile even fades... refer to Ability Card. - (Slot B) Greeting's Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA bolt loosed before the smile even fades... refer to Ability Card. - (Slot C) Greeting's Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA renewal drawn while marking a target for murder in the same breath as the greeting, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Strategist - Rogue Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Marked Murder
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundRogues mark a target for murder long before the blade ever falls, closing in for the kill on their own terms... refer to Ability Card. - (Slot B) Marked Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundRogues strike whoever's already marked for murder... refer to Ability Card. - (Slot C) Marked Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Ambush Cost: 4 Stamina Uses: 3/RoundRogues guard while marking a target for murder long before the blade ever falls... refer to Ability Card.
| - (Slot A) Marked Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundRogues shade a target marked for murder long before the blade ever falls, closing in on their own terms... refer to Ability Card. - (Slot B) Marked Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundRogues loose a bolt at whoever's already marked for murder... refer to Ability Card. - (Slot C) Marked Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundRogues mend while marking a target for murder long before the blade ever falls, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Strategist - Rogue 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. |
◆ Assassin (unlocks poisoned blades) (LVL 21-30)
A Rogue who ends fights before they begin, striking once from perfect position.
Branch: Assassin Abilities (Rogue Path)
(unlocks poisoned blades)
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| LVL | Choices (1 choice of 3 per LVL) - see Martial Ability for details. |
| LVL 21-30 (Branch) | TBA. The Assassin Branch continues this Path's progression exclusively through LVL 30. |
◆ Recon (light armor and dagger, built for reconnaissance) (LVL 21-30)
A Rogue focused on scouting and information, staying unseen until the moment it matters.
Branch: Recon Abilities (Rogue Path)
(light armor and dagger, built for reconnaissance)
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| LVL | Choices (1 choice of 3 per LVL) - see Martial Ability for details. |
| LVL 21-30 (Branch) | TBA. The Recon Branch continues this Path's progression exclusively through LVL 30. |
◆ Shroud (no armor for maximum stealth; dagger only) (LVL 21-30)
A Rogue who fights from concealment, wrapped in shadow and silence.
Branch: Shroud Abilities (Rogue Path)
(no armor for maximum stealth; dagger only)
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| LVL | Choices (1 choice of 3 per LVL) - see Martial Ability for details. |
| LVL 21-30 (Branch) | TBA. The Shroud Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Evil
Higher Power: TBA (Evil)
A Strategist who fights from between shadows themselves, unnerving enemies as much as outmaneuvering them. (LVL 4-20)
(see Shadow Stalker Path and Branch Abilities Below)
Shadow Stalker Path
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Weapon Proficiency (Culture, Shadow Stalker) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Shadow Stalker):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light (Shadowsilk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Shadow Stalker Branches
◆ Abyssal (unlocks a cursed blade infused with shadow) (LVL 21-30)
A Shadow Stalker who draws on something darker than shadow alone.
Abyssal Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Abyssal Branch chosen at LVL 21 - see Abyssal 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 Abyssal Branch chosen at LVL 21 - see Abyssal above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Specter (no armor; dagger only, favors ambush) (LVL 21-30)
A Shadow Stalker who lingers just out of sight, striking before ever being seen.
Specter Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Specter Branch chosen at LVL 21 - see Specter 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 Specter Branch chosen at LVL 21 - see Specter above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Wraith (light armor and dagger, ethereal mobility) (LVL 21-30)
A Shadow Stalker who moves like smoke, barely touching the world they haunt.
Wraith Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Wraith Branch chosen at LVL 21 - see Wraith 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 Wraith Branch chosen at LVL 21 - see Wraith 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: Shadow Stalker Abilities (Strategist Tier)
(Weapon Style: Piercing, 1h, Melee, favors stealth)
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LVL 4 Strategist - Shadow Stalker Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Vanish
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 2 Stamina Uses: UnlimitedA trained shadow-walker's brief invisibility after a successful Stealth check... refer to Ability Card. - (Slot B) Wind Rider's Fade
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 2 Stamina Uses: UnlimitedA desert-rider's evasive footwork, +1 Defense (evasive mounted footwork) while mounted or moving quickly... refer to Ability Card. - (Slot C) Garrote
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 2 Stamina Uses: UnlimitedA wire drawn tight the way a guild's silent trade demands, before the target can even gasp, bonus Damage and a brief Silence on a successful sneak attack... refer to Ability Card.
| - (Slot A) Umbral Step
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA trained shadow-walker's short teleport between two shadows... refer to Ability Card. - (Slot B) Fading Step
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA short teleport bound to a spirit's fading trace, leaves behind a brief illusory afterimage, granting +1 Defense until the caster's next turn... refer to Ability Card. - (Slot C) Grave Wail
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 2 Mana Uses: UnlimitedA mourning-cry drawn from ancestral rite, minor fear damage to one target, plus reveals if they are lying for one turn... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Spirit-Walk
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundAn ancestor-guided invisibility after a successful Stealth check, immune to being tracked by scent or spirit-sense during it... refer to Ability Card. - (Slot B) Throat Snare
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA trained shadow-walker's precise follow-through, +1 Defense (post-strike Dodge) for one turn after a successful sneak attack, briefly reducing the target's movement speed... refer to Ability Card. - (Slot C) Spirit Snare
ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA bound spirit's grip, bonus Damage and briefly binds the target's Willpower on a successful sneak attack, doubled while untracked by scent or spirit-sense... refer to Ability Card.
| - (Slot A) Dread Whisper
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Shadow Cost: 3 Mana Uses: 3/RoundA bound spirit's minor fear effect on one target... refer to Ability Card. - (Slot B) Spirit Bridge
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Shadow Cost: 3 Mana Uses: 3/RoundAn ancestor-guided short teleport through the spirit world, briefly granting Resistance to the next attack... refer to Ability Card. - (Slot C) Grave-Marker Curse
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Shadow Cost: 3 Mana Uses: 3/RoundMinor fear-based damage drawn from a stone marker laid over old bones, to one target that lingers while they remain within short range... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Dark's Follow
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA step that moves like the dark itself decided to follow someone home, closing in before they notice they're being hunted... refer to Ability Card. - (Slot B) Dark's Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA cut thrown before the target notices they're being hunted... refer to Ability Card. - (Slot C) Dark's Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 3 Stamina Uses: 3/RoundA guard held while the dark itself follows someone home... refer to Ability Card.
| - (Slot A) Dark's Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA step that moves like the dark itself decided to follow someone home, shaded away before they notice... refer to Ability Card. - (Slot B) Dark's Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA bolt loosed before the target notices they're being hunted... refer to Ability Card. - (Slot C) Dark's Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 3 Mana Uses: 3/RoundA renewal drawn while the dark itself follows someone home, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Carved Sign
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundA grave-sign carved mid-step, marking whoever's been chosen for a killing they won't see coming... refer to Ability Card. - (Slot B) Carved Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundA cut thrown at a killing they won't see coming... refer to Ability Card. - (Slot C) Carved Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundA guard held while carving a grave-sign mid-step... refer to Ability Card.
| - (Slot A) Carved Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA grave-sign carved mid-step, shaded into a killing they won't see coming... refer to Ability Card. - (Slot B) Carved Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA bolt loosed at a killing they won't see coming... refer to Ability Card. - (Slot C) Carved Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundA renewal drawn while carving a grave-sign mid-step, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Strategist - Shadow Stalker Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Grave Sign
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundShadow Stalkers carve a grave-sign into whoever they've chosen, closing in for a killing already decided... refer to Ability Card. - (Slot B) Grave Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundShadow Stalkers strike whoever's already carved with a grave-sign... refer to Ability Card. - (Slot C) Grave Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h | Discipline: Umbral Cost: 4 Stamina Uses: 3/RoundShadow Stalkers guard while carving a grave-sign into whoever they've chosen... refer to Ability Card.
| - (Slot A) Grave Shade
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundShadow Stalkers shade a grave-sign into whoever they've chosen, closing in for a killing already decided... refer to Ability Card. - (Slot B) Grave Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundShadow Stalkers loose a bolt at whoever's already carved with a grave-sign... refer to Ability Card. - (Slot C) Grave Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Shadow Cost: 4 Mana Uses: 3/RoundShadow Stalkers mend while carving a grave-sign into whoever they've chosen, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Strategist - Shadow Stalker 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. |
◆ Abyssal (unlocks a cursed blade infused with shadow) (LVL 21-30)
A Shadow Stalker who draws on something darker than shadow alone.
Branch: Abyssal Abilities (Shadow Stalker Path)
(unlocks a cursed blade infused with shadow)
▸ 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 Abyssal Branch continues this Path's progression exclusively through LVL 30. |
◆ Specter (no armor; dagger only, favors ambush) (LVL 21-30)
A Shadow Stalker who lingers just out of sight, striking before ever being seen.
Branch: Specter Abilities (Shadow Stalker Path)
(no armor; dagger only, favors ambush)
▸ 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 Specter Branch continues this Path's progression exclusively through LVL 30. |
◆ Wraith (light armor and dagger, ethereal mobility) (LVL 21-30)
A Shadow Stalker who moves like smoke, barely touching the world they haunt.
Branch: Wraith Abilities (Shadow Stalker Path)
(light armor and dagger, ethereal mobility)
▸ 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 Wraith Branch continues this Path's progression exclusively through LVL 30. |
Alignment: Ambivalent
Higher Power: TBA (Ambivalent)
A blade-and-spell hybrid Strategist who weaves magic directly into every strike. (LVL 4-20)
(see Spellblade Path and Branch Abilities Below)
Spellblade Path
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Weapon Proficiency (Culture, Spellblade) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Weapon Style: Piercing, 1h, Melee. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Spellblade):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light (Runeleather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
Spellblade Branches
◆ Phantom Blade (dagger or short blade, illusion-focused) (LVL 21-30)
A Spellblade whose weapon strikes as much through illusion as through steel.
Phantom Blade Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Phantom Blade Branch chosen at LVL 21 - see Phantom Blade 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 Phantom Blade Branch chosen at LVL 21 - see Phantom Blade above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Shadowblade (unlocks a shadow-infused enchanted blade) (LVL 21-30)
A Spellblade who weaves shadow magic directly into every strike.
Shadowblade Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Shadowblade Branch chosen at LVL 21 - see Shadowblade 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 Shadowblade Branch chosen at LVL 21 - see Shadowblade above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
◆ Sprightly (light armor and dagger, favors speed and agility) (LVL 21-30)
A Spellblade who fights with quick, light footwork, always a step ahead.
Sprightly Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)
Set by the Sprightly Branch chosen at LVL 21 - see Sprightly 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 Sprightly Branch chosen at LVL 21 - see Sprightly 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: Spellblade Abilities (Strategist Tier)
(Weapon Style: Piercing, 1h, Melee, arcane-enchanted)
▸ Expand Ability Tree Paths
LVL 4 Strategist - Spellblade Path Ability
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| Martial Abilities | Spell Abilities |
- (Slot A) Enchanted Edge
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 2 Stamina Uses: UnlimitedA blade folded and tempered in a smith-legend's technique, that bites twice, once with steel and once with arcane fire, weapon strike that also deals minor arcane damage... refer to Ability Card. - (Slot B) Parrying Ward
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 2 Stamina Uses: UnlimitedA Damascus-fold blade's Defense bonus after a successful Parry... refer to Ability Card. - (Slot C) Chant-Weaver's Edge
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 2 Stamina Uses: UnlimitedA wielded weapon's chant grants advantage on the next Knowledge or Performance check... refer to Ability Card.
| - (Slot A) Blade Séance
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA bound spirit stirred into a wielded weapon that glows, granting +1 Hit for a turn... refer to Ability Card. - (Slot B) Praise-Song Edge
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA wielded weapon's glow, sung alive the way a court storyteller's praise-song lifts a name, grants a brief Willpower and Resistance bonus to the wielder... refer to Ability Card. - (Slot C) Starlit Steel
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 2 Mana Uses: UnlimitedA wielded weapon glows with a star-forged legend's light, revealing hidden markings on nearby objects... refer to Ability Card.
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Damascened Strike
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA weapon strike carrying a Damascus-fold blade's mark, dealing minor arcane damage, briefly marking the target for advantage on the next hit... refer to Ability Card. - (Slot B) Steel-Song Ward
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA singing-steel smith-legend's Defense bonus after a successful Parry, plus a brief Hit bonus on the riposte... refer to Ability Card. - (Slot C) Chant-Weaver's Ward
ATTKRange: Touch†| Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundAdvantage on the next Deceit or Performance check, shared briefly with the nearest ally... refer to Ability Card. † Hybrids, in this case Buffs, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a focus with the target.
| - (Slot A) Phase Cut
ATTKRange: Touch or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Burst/Radius | School: Arcane Cost: 3 Mana Uses: 3/RoundA melee attack cutting the seam between one moment and the next, partially ignores PROTS... refer to Ability Card. - (Slot B) Archivist's Edge
ATTKRange: Touch or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Burst/Radius | School: Arcane Cost: 3 Mana Uses: 3/RoundChannels a market-quarter scholar's technique into a warding sigil, granting +1 Defense and a brief Knowledge check bonus... refer to Ability Card. - (Slot C) Observatory Cut
ATTKRange: Touch or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Burst/Radius | School: Arcane Cost: 3 Mana Uses: 3/RoundA strike aimed with an old star-charting scholar's precision, briefly reveals the target's Defense score and weaknesses to all allies... refer to Ability Card.
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Catching Rune
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA rune let catch fire along the edge of a blade before the strike ever lands... refer to Ability Card. - (Slot B) Catching Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA cut struck as a rune catches fire along the blade's edge... refer to Ability Card. - (Slot C) Catching Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 3 Stamina Uses: 3/RoundA guard held before a rune's fire ever lands... refer to Ability Card.
| - (Slot A) Catching Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 3 Mana Uses: 3/RoundA rune let catch fire along a blade's edge, warded into self before the strike ever lands... refer to Ability Card. - (Slot B) Catching Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 3 Mana Uses: 3/RoundA bolt loosed as a rune catches fire along the blade's edge... refer to Ability Card. - (Slot C) Catching Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 3 Mana Uses: 3/RoundA renewal drawn before a rune's fire ever lands, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Etched Mark
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundA mark etched mid-strike, priming a target for the blade that hasn't fallen yet... refer to Ability Card. - (Slot B) Etched Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundA cut thrown at a target already primed by an etched mark... refer to Ability Card. - (Slot C) Etched Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundA guard held while etching a mark mid-strike... refer to Ability Card.
| - (Slot A) Etched Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundA mark etched mid-strike, warded into self, priming for the blade that hasn't fallen yet... refer to Ability Card. - (Slot B) Etched Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundA bolt loosed at a target already primed by an etched mark... refer to Ability Card. - (Slot C) Etched Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundA renewal drawn while etching a mark mid-strike, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Strategist - Spellblade Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
- (Slot A) Primed Rune
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundSpellblades etch a rune mid-strike, priming a marked target for the blade that follows it... refer to Ability Card. - (Slot B) Primed Cut
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundSpellblades strike whoever's already primed by a rune etched mid-strike... refer to Ability Card. - (Slot C) Primed Guard
ATTKRange: Touch | Style: Piercing | Hand: 1h - Magic-Type weapon required | Discipline: Runeblade Cost: 4 Stamina Uses: 3/RoundSpellblades guard while etching a rune mid-strike... refer to Ability Card.
| - (Slot A) Primed Ward
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundSpellblades ward self while etching a rune mid-strike, priming a marked target for the blade that follows... refer to Ability Card. - (Slot B) Primed Bolt
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundSpellblades loose a bolt at whoever's already primed by a rune etched mid-strike... refer to Ability Card. - (Slot C) Primed Renewal
ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Self | School: Arcane Cost: 4 Mana Uses: 3/RoundSpellblades mend while etching a rune mid-strike, self or an ally... refer to Ability Card.
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Strategist - Spellblade 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. |
◆ Phantom Blade (dagger or short blade, illusion-focused) (LVL 21-30)
A Spellblade whose weapon strikes as much through illusion as through steel.
Branch: Phantom Blade Abilities (Spellblade Path)
(dagger or short blade, illusion-focused)
▸ 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 Phantom Blade Branch continues this Path's progression exclusively through LVL 30. |
◆ Shadowblade (unlocks a shadow-infused enchanted blade) (LVL 21-30)
A Spellblade who weaves shadow magic directly into every strike.
Branch: Shadowblade Abilities (Spellblade Path)
(unlocks a shadow-infused enchanted blade)
▸ 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 Shadowblade Branch continues this Path's progression exclusively through LVL 30. |
◆ Sprightly (light armor and dagger, favors speed and agility) (LVL 21-30)
A Spellblade who fights with quick, light footwork, always a step ahead.
Branch: Sprightly Abilities (Spellblade Path)
(light armor and dagger, favors speed and agility)
▸ 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 Sprightly Branch continues this Path's progression exclusively through LVL 30. |