A master of the long-range engagement. While others clash in the mud, you dictate the flow of battle from the shadows or the high ground. You excel at eliminating enemy spellcasters and softening up armored targets before they can touch your allies.
Attributes [110]:
ST 12 [20]; DX 14 [80]; IQ 10 [0]; HT 10 [10].
Secondary Characteristics [0]:
HP 12 [0]; Will 9 [-5]; Per 12 [10]; MP 5 [-15] (Base 10); FP 10 [0]; Rec 10 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9
Advantages [40]:
Weapon Master (Ranged Specialist) [20]:
Pick one: Bows, Crossbows, Slings, Thrown Spears.
Adds +2 damage per die.
Utility Pool (Choose 20 points):
Acute Vision 1-2 [2/lvl]
Combat Reflexes [15]
Night Vision 1-5 [1/lvl]
Striking ST (Ranged only -40%) [3/lvl]
Signature Gear [Varies]
Fit [5]
Disadvantages [-30]:
-30 points chosen from:
Bloodlust [-10*]
Code of Honor (Soldier’s) [-10]
Honesty [-10*]
Loner [-5*]
Overconfidence [-10*]
Sense of Duty (Party) [-5]
Vow [-10].
Primary Skills [12]:
Choose one 12-point package:
Bow:
Bow (A) [8]—DX+2 (Skill 16)
Fast-Draw (Arrow) (E) [4]—DX+2 (Skill 16).
Crossbow:
Crossbow (E) [8]—DX+3 (Skill 17)
Fast-Draw (Bolt) (E) [4]—DX+2 (Skill 16)
Sling:
Sling (H) [8]—DX+1 (Skill 15);
Fast-Draw (Ammo) (E) [4]—DX+2 (Skill 16).
Javelin:
Thrown Weapon (Spear) (E) [8]—DX+3 (Skill 17)
Throwing Art (H) [4]—DX (Skill 14).
Secondary Skills [8]:
Observation (A) [4]—Per+1 (Skill 15)
Tactics (H) [2]—IQ-1 (Skill 9)
Armoury (Missile Weapons) (A) [2]—IQ+0 (Skill 10)
Background Skills [10]:
Brawling (E) [2]—DX+1 (Skill 15)
Knife (E) [2]—DX+1 (Skill 15)
Choice Pool [6 points]:
Acrobatics (H);
Climbing (A);
Fast-Talk (A);
First Aid (E);
Gesture (E);
Innate Attack (Any) (E);
Savoir-Faire (Military) (E);
Stealth (A);
Streetwise (A).
A terrifying force of nature on the battlefield. You trade safety for raw power, entering a battle-trance that allows you to ignore wounds that would fell a giant. In a High Magic world, you are the mage-killer who simply refuses to die.
Attributes [110]:
ST 15 [50]; DX 12 [40]; IQ 9 [-20]; HT 14 [40].
Secondary Characteristics [0]:
HP 16 [+4]; Will 11 [0]; Per 10 [+5]; MP 8 [-9] (Base 12); FP 14 [0]; Rec 14 [0]; Basic Speed 6.50 [0]; Basic Move 6 [0].
Advantages [30]:
High Pain Threshold [10]:
Mandatory for a Berserker. Ignore shock penalties and +3 to stay conscious/resist torture.
Choice Pool [Choose 20 points]:
Combat Reflexes [15]
Weapon Master (Two-Handed Weapon) [20]
DR 1-4 (Tough Hide -40%) [3/lvl]
Striking ST 1-3 [5/lvl]
Recovery +1 to +3 [5/lvl]
Rapid Healing [5].
Disadvantages [-30]:
Berserk (12) [-10*]
Choice Pool [-20 points]:
Bad Temper [-10*]
Bloodlust [-10*]
Code of Honor (Savage) [-10]
Gigantism [0]
Low Wealth [-10]
Overconfidence [-10*]
Post-Combat Shakes [-5*]
Social Stigma (Savage) [-5]
Primary Skills [20]:
Two-Handed Melee Weapon (A) [12] — DX+3: Two-Handed Axe/Mace, Two-Handed Sword, or Polearm.
Brawling (E) [8] — DX+3
(Dropping the main weapon from 20pts to 12pts saves 8 points while still keeping them highly competent at Skill 15.)
Secondary Skills [8]:
Intimidation (A) [4] — Will+1
Wrestling (A) [4] — DX+1
Background Skills [12]:
Choice Pool [12 points]:
Climbing (A)
First Aid (E)
Forced Entry (E)
Hiking (A)
Leatherworking (E)
Survival (Wilderness) (A)
Swimming (E)
Tracking (A)
A master of precision and timing. You don't hide behind a wall of steel; you rely on your reflexes to ensure the enemy never touches you. You excel at finding the gap in a knight’s visor or the throat of a sorcerer.
Attributes [100]:
ST 11 [10]; DX 14 [80]; IQ 10 [0]; HT 11 [10].
Secondary Characteristics [-9]:
HP 11 [0]; Will 10 [0]; Per 10 [0]; MP 7 [-9]; FP 11 [0]; Rec 11 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0].
Advantages [50]:
Combat Reflexes [15]
Essential for the +1 to Active Defenses
Enhanced Parry (Fencing) [5]
Total +2 Parry when combined with Combat Reflexes
Choice Pool [Choose 35 points]:
Ambidexterity [5]
Daredevil [15]
Luck [15]
Signature Gear [Varies]
Striking ST [5/lvl]
Weapon Master (Fencing) [20]
Disadvantages [-30]:
Choose -30 points from:
Bad Temper [-10*]
Code of Honor [-10]
Compulsive Carousing [-5*]
Impulsiveness [-10*]
Overconfidence [-10*]
Selfish [-5*]
Primary Skills [16]:
Fencing Weapon (A) [8] — DX+2:
- Rapier, Saber, or Smallsword.
Main-Gauche or Cloak (A) [8] — DX+1
(I reduced the weapon skill from 20pts to 12pts to pay for the "Move" fix, but Skill 16 is still elite.)
Secondary Skills [11]:
Acrobatics (H) [4] — DX +0
Savoir-Faire (High Society) (E) [2] — IQ+1
Fast-Draw (Sword) (E) [2] — DX+1
Feint (Technique) (H) [3] — Weapon Skill +2
Background Skills [12]:
Choice Pool [12 points]:
Brawling (E)
Connoisseur (A)
Dancing (A)
Diplomacy (H)
First Aid (E)
Gambling (A)
Streetwise (A)
The unbreakable anchor. You are built to wear the heaviest armor, carry the largest shield, and stand your ground against the terrors of a High Magic world.
Attributes [120]:
ST 14 [40]; DX 12 [40]; IQ 10 [0]; HT 14 [40].
Secondary Characteristics [-22]:
HP 14 [0]; Will 12 [0]; Per 10 [0]; MP 8 [-12]; FP 14 [0]; Rec 14 [0]; Basic Speed 6.0 [-10]; Basic Move 6 [0].
Advantages [45]:
Combat Reflexes [15]:
+1 Active Defenses is non-negotiable for a Knight.
High Pain Threshold [10]:
Essential for ignoring shock while holding the line.
Shield Wall Training [5]:
Specialized Dungeon Fantasy perk for protecting allies.
Choice Pool [Choose 15 points]:
Born Warrior 1-2 [5/lvl]
Damage Resistance 1-3 (Tough Hide -40%) [3/lvl]
Enhanced Block 1 [5]
Hard to Kill 1-5 [2/lvl]
Hard to Subdue 1-5 [2/lvl]
Fearlessness 1-5 [2/lvl]
Recovery [10]
Fit [5]
Sacrificial Block [5]
Signature Gear [Varies]
Disadvantages [-30]:
Choose -30 points from:
Charitable [-15*]
Code of Honor (Chivalric or Soldier’s) [-15 or -10]
Honesty [-10*]
Overconfidence [-10*]
Sense of Duty (Party) [-5]
Vow (Never refuse a challenge) [-10].
Primary Skills [16]:
Shield (E) [8] — DX+3
Block 11 (12 with Combat Reflexes).
Melee Weapon (A) [8] — DX+2Broadsword, Axe/Mace, or Spear.
Secondary Skills [10]:
Leadership (A) [2] — IQ+0
Armoury (Melee Weapons) (A) [2] — IQ+0
Wrestling (A) [4] — DX+1
Savoir-Faire (Military) (E) [2] — IQ+1
Background Skills [11]:
First Aid (E) [1] — IQ+0
Tactics (H) [2] — IQ-1
Choice Pool [8 points]:
Brawling (E)
Climbing (A)
Hiking (A)
Intimidation (A)
Masonry (E)
Riding (Horse) (A)
Smith (Iron) (A)
A master of internal energy and physical perfection. You don’t need a blade to be lethal; your hands and feet are your weapons. You rely on superior positioning, pressure points, and the ability to outlast your opponents through disciplined breathing.
Attributes [110]:
ST 11 [10]; DX 14 [80]; IQ 10 [0]; HT 12 [20].
Secondary Characteristics [-10]:
HP 12 [2]; Will 11 [5]; Per 11 [5]; MP 7 [-12]; FP 12 [0]; Rec 13 [0]; Basic Speed 6.0 [-10]; Basic Move 6 [0].
Advantages [50]:
Trained by a Master [30]:
Halves penalties for Rapid Strikes and Multiple Parries.
Combat Reflexes [15]:
+1 Active Defenses; essential for Dodging/Parrying at high speeds.
Choice Pool [Choose 15 points]:
Catfall [10]
Damage Resistance 1-3 (Tough Hide -40%) [3/lvl]
Enhanced Dodge 1 [15]
High Pain Threshold [10]
Striking ST 1-2 [5/lvl]
Iron Arm/Leg (Perk) [1/lvl]
Disadvantages [-30]:
Choose -30 points from:
Disciplined Doctrines [-10]
Honesty [-10*]
Low Wealth [-10]
Pacifism (Self-Defense Only) [-15]
Vow (Asceticism or Silence) [-10]
Social Stigma (Minority) [-5]
Primary Skills [16]:
Karate (H) [12] — DX+1 (Skill 15).
Judo (H) [4] — DX-1 (Skill 13).
Secondary Skills [6]:
Acrobatics (H) [2] — DX-1 (Skill 13).
Stealth (A) [2] — DX+0 (Skill 14).
Meditation (H) [2] — Will+0 (Skill 13).
Background Skills [6]:
First Aid (E) [1] — IQ+0 (Skill 10).
Choice Pool [5 points]:
Autohypnosis (H)
Blind Fighting (VH)
Body Language (A)
Breath Control (H)
Climbing (A)
Hiking (A)
Philosophy (H)
Pressure Points (H)
Throwing (A)
A master of shadows, mechanisms, and urban survival. You aren't a frontline fighter, but you are the person the party relies on to bypass security, acquire "unclaimed" treasure, and deliver a lethal strike to a distracted foe's vitals.
Attributes [130]:
ST 10 [0]; DX 14 [80]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics [-8]:
HP 10 [0]; Will 10 [-5]; Per 12 [0]; MP 11 [0]; FP 11 [0]; Rec 10 [-3]; Basic Speed 6.25 [0]; Basic Move 6 [0]
Advantages [25]:
High Manual Dexterity 1 [5]: +1 to Lockpicking, Pickpocket, etc.
Flexibility [5]: +3 to Climbing, Escape, and Contortion.
Choice Pool [Choose 15 points]:
Ambidexterity [5]
Combat Reflexes [15]
Danger Sense [15]
Night Vision 1-5 [1/lvl]
Peripheral Vision [15]
Signature Gear [Varies]
Wealth (Comfortable) [10]
Disadvantages [-30]:
Choose -30 points from:
Callous [-5]
Greed [-15*]
Kleptomania [-15*]
Laziness [-10]
Loner [-5*]
Overconfidence [-10*]
Secret (Criminal Past) [-5 to -10]
Social Stigma (Criminal) [-5]
Primary Skills [14]:
Lockpicking (A) [4] — IQ+1
Stealth (A) [4] — DX+1
Traps (A) [2] — IQ+0
Knife or Shortsword (A) [4] — DX+1
Secondary Skills [8]:
Climbing (A) [2] — DX+2
Filch (A) [2] — DX+0
Pickpocket (H) [2] — DX+0
Streetwise (A) [2] — IQ+0
Background Skills [11]:
Choice Pool [11 points]:
Acting (A)
Escape (H)
Fast-Talk (A)
First Aid (E)
Forced Entry (E)
Holdout (A)
Observation (A)
Urban Survival (A).
The master of the wilderness. You are the party's eyes and ears in the wild, specializing in long-range support and survival. You use your high HT and Rec to keep moving through harsh terrain long after others have collapsed.
Attributes [110]:
ST 11 [10]; DX 13 [60]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics [1]:
HP 11 [0]; Will 11 [0]; Per 14 [10]; MP 8 [-9]; FP 11 [0]; Rec 11 [0]; Basic Speed 6.0 [0]; Basic Move 6 [0]
Advantages [25]:
Absolute Direction [5]
Outdoor Survivalist 1 [10]
Choice Pool [Choose 10 points]:
Animal Friend 1-2 [5/lvl];
Combat Reflexes [15]*;
Fit [5];
Night Vision 1-5 [1/lvl];
Penetrating Voice [1];
Signature Gear [Varies].
Disadvantages [-30]:
Choose -30 points from:
Bloodlust [-10*]
Code of Honor [-5]
Curiosity [-5*]
Guilt Complex [-5]
Loner [-5*]
Low Wealth [-10]
Sense of Duty [-5 or -10]
Vow [-10].
Primary Skills [16]:
Survival (A) [8] — Per+1
Tracking (A) [4] — Per+0
Stealth (A) [4] — DX+1 (14)
Secondary Skills [17]:
Bow (A) [8] — DX+2
Animal Handling (A) [2] — IQ+0
Camouflage (E) [2] — IQ+1
Hiking (A) [2] — HT+0
Naturalist (H) [3] — IQ+0
Background Skills [11]:
First Aid (E) [1] — IQ+0
Navigation (Land) (A) [1] — IQ+2
Choice Pool [9 points]:
Area Knowledge (E)
Brawling (E)
Fishing (E)
Map-Making (A)
Mimicry (Bird Calls) (H)
Swimming (E)
The consummate professional. Whether as a veteran of the frontier or a mercenary captain, you rely on versatility and fundamentals. You have no glaring weaknesses and are prepared for any engagement, from a muddy trench to a wizard's tower, you use the right tool for the job.
Attributes [130]:
ST 12 [20]; DX 13 [60]; IQ 12 [40]; HT 11 [10].
Secondary Characteristics [-15]:
HP 12 [0]; Will 11 [0]; Per 12 [0]; MP 6 [-15]; FP 11 [0]; Rec 11 [0]; Basic Speed 6.0 [0]; Basic Move 6 [0]
Advantages [25]:
Choice Pool [Choose 25 points]:
Combat Reflexes [15]
Fit [5]
High Pain Threshold [10]
Luck [15]
Penetrating Voice [1]
Signature Gear [Varies]
Weapon Master (One Weapon) [20]
Disadvantages [-30]:
Choose -30 points from:
Code of Honor (Soldier’s) [-10]
Duty [-5 to -15]
Loner [-5*]
Overconfidence [-10*]
Post-Combat Shakes [-5*]
Sense of Duty (Comrades) [-5]
Stubbornness [-5].
Primary Skills [20]:
Choose one 20-point package:
Melee Specialist:
Broadsword (A) [12]—DX+3
Shield (E) [8]—DX+3
Polearm Master:
Polearm (A) [16]—DX+4
Spear (A) [4]—DX+1
The Generalist:
Broadsword (A) [8]—DX+2
Shield (E) [4]—DX+2
Axe (A) [2]—DX+0
Mace (A) [2]—DX+0
Shortsword (A) [2]—DX+0
Spear (A) [2]—DX+0
Secondary Skills [8]:
Soldier (A) [2]—IQ-1
Tactics (H) [4]—IQ-1
Leadership (A) [2]—IQ-1
Background Skills [12]:
First Aid (E) [2]—IQ+1
Armoury (Melee Weapons) (A) [2]—IQ+0
Choice Pool [8 points]:
Brawling (E)
Bow (A)
Climbing (A)
Crossbow (E)
Hiking (A)
Riding (Horse) (A)
Savoir-Faire (Military) (E)
Swimming (E)
Wrestling (A)