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Advanced Gameplay Rulebook

March 2014 Edition

Last Updated: Thursday, July 23, 2015

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Table of Contents

Higher Profession Overview

Rules for both Master and Heroic Professions

Teacher Availability

Learning Higher Profession Skills

Becoming a Teacher for a Higher Profession

Learning Master Professions

Learning Heroic Lists

General Heroic:

Heroic Profession Build Costs

Meta-Heroic Profession Build Costs (Scholar, Physician, Alchemist)

Master Lists

Master Warrior

Path of Power

Path of Protection

Path of Finesse

Arch-Caster

Introduction

Prerequisite

Notes

Arch-Caster Traits

Battle Path

Valence Path

Thaumaturgy Path

Master Rogue List

Path of Shadow

Path of Murder

Path of Deception

Heroic Lists

Daredevil (Heroic Acrobat)

Pioneer Occultist (Heroic Alchemist)

Targeteer (Heroic Archer)

Nightblade (Heroic Assassin)

SongWeaver (Heroic Bard)

Marauder (Heroic Berserker)

Sentinel (Heroic Bounty Hunter)

Enforcer (Heroic Brute)

Dread Pirate (Heroic Buccaneer)

Vanguard (Heroic Cavalier)

Dreadnaught (Heroic Chaos Warrior)

Templar (Heroic Cleric)

Draconic Legionnaire (Heroic Dragoon)

Druidic Elder (Heroic Druid)

Maverick (Heroic Gambler)

Soul Warden (Heroic Healer)

Sorcerer (Heroic Mage)

Pioneer Surgeon (Heroic Physician)

Divine Ceremonialist (Heroic Priest)

Ascendant (Heroic Psionicist)

Kingpin (Heroic Racketeer)

Emerald Huntsman (Heroic Ranger)

Kensai (Heroic Ronin)

Pioneer Academic (Heroic Scholar)

Artificer (Heroic Smith)

Infiltrator (Heroic Spy)

Dashing Swordsman (Heroic Swashbuckler)

Dungeoneer (Heroic Thief)

Inquisitor (Heroic Torturer)

Warlord (Heroic Warrior)

Sensei (Heroic Warrior Monk)

Elemental Warden (Heroic Wild Mage)

ShattenJager (Heroic Witch Hunter)

Higher Profession Overview

Higher professions (Master Professions and Heroic Professions) are available to characters that exhibit the traits that they exemplify.

Rules for both Master and Heroic Professions

Teacher Availability

At Knight Realms we want you, as a player, to be able to experience and enjoy the full game, including the higher-end content. As such, there is clear and attainable criteria needed to advance into both your Master and Heroic professions. If you meet the requirements for the profession and, after three events of attempting to learn a profession IG, are unable to do so, or if you already have a higher profession but have not been able to learn a new higher skill for three or more months, you may submit a petition to the Director and Atmosphere Officer and every effort will be made to provide you with a teacher. In all cases good role-play is important, especially when dealing with higher professions.

Learning Higher Profession Skills

A character may only learn two skills total from all of the higher professions they know each event. Of these, only one of these may be new. (Thus, even if you have three higher lists open, you can only learn one new skill and one already known skill OR two already known skills total, not from each profession). Lessons for the profession itself - final or otherwise - do not count as learning a Higher List skill. During the final lesson for the profession, the student may also choose to learn a single Tier I skill from the profession. This then counts as the new higher profession skill for that month.

Becoming a Teacher for a Higher Profession

Players may submit a request to the Atmosphere Officer, by Private Message on the Knight Realms Forums, for the ability to teach a specific Higher Profession. If a player is approved, they will be given the skill without needing it to be taught to them, and at no build cost. To apply to teach a higher profession, the character must have at least one appropriate Tier IV ability.

Learning Master Professions

Learning a master profession will take three months worth of lessons. A teacher may advance one student one lesson of their training per event, per list. This means that the teacher may advance as many students as they have master profession teach skills, at a rate of one student per specific master profession. A student may only advance one lesson per event, regardless of how many master professions they are currently learning. The teacher must be aware of how many lessons their student has for a given list before beginning teaching a lesson. Build cost for the master profession will be paid at the time of their final lesson. A single lesson must last for at least 20 minutes of RP.

A Master profession costs 10 build to open for the first time, and 5 build the second and third time for the same profession, even if a different path is followed.

Example: Erdrick wishes to teach Collin the Master Warrior list. In January he advances Collin to the first stage of his training, at the next event Collin will see the following on his card:

(1) Master Warrior X O O

From this point on Collin can learn further lessons from other teachers should he wish, or continue learning from Erdrick. The teacher must inspect Collin's card at the beginning of the lesson to note how much progress Collin has made toward the completion of the Higher List and whether said teacher is capable of continuing the lesson. The next month, Erdrick may choose to continue to teach Collin, or to teach another student if Collin is not present, or to end his lessons to Collin if there is some reason to do so. As the final lesson is taught Collin would expend the required amount of build to complete his learning.

Learning Heroic Lists

To purchase a Heroic or Meta-Heroic Profession, you must meet certain general requirements. These are outlined below:

General Heroic:

Meta-Heroic Profession Criteria:

In addition, each Heroic and Meta-Heroic Profession has 2-3 specific role-play criteria that must be fulfilled. Any items listed with a double asterisk (**) require a marshal of any kind to vouch for the character as having accomplished the criteria. Criteria that are not marked do not require a marshal and are left up to the player’s discretion.

Heroic Profession Build Costs

*All Periodic and Per Event skills may be purchased twice per purchase of the heroic profession. If the Rank 1 skill is Periodic or Per Event, a second purchase of it costs 10 build.

Meta-Heroic Profession Build Costs (Scholar, Physician, Alchemist)

*All Periodic skills may be purchased twice per purchase of the meta-heroic profession

When opening the same Heroic Profession for a second time, the build cost to re-buy the same list is halved.

Some Heroic Professions have clearly defined and labeled "paths" In these cases, the previous rank in a path is required to continue to purchase down that path.

Master Lists

Master Warrior

Path of Power

Rend Limb

Skill (Periodic), Attack, Weapon, Superior, Targets Area (Limb)

Tier: 1

Build: 7

Maximum: 1

Pre-Req.: None

This attack skill injures an opponent’s limb, severing it and leaving no part of the limb attached to the opponent’s body. You must strike the opponent’s limb that you wish to sever for this attack to be successful. The opponent’s limb is lopped off and she can make no attempt to use it.

Crushing Blow

Skill (Periodic), Attack, Weapon, Targets Object, Superior

Tier: 1

Build: 6

Maximum: 1

Pre-Req.: None

This attack will break the target's shield, as well as the arm wielding it. If the shield is unbreakable, the break limb effect still applies on the target's appropriate arm. The destruction effect may be defended against separately if the target cannot defend against the entire skill.

Cripple

Skill (Periodic), Attack, Weapon, Superior

Tier: 2

Build: 8

Maximum: 1

Pre-Req.: 1 Tier 1 Power Skill

This weapon attack, which may strike anywhere on the target’s body, breaks both of the target's legs and inflicts 30 points of body damage.

Devastating Strike

Skill (Periodic), Attack, Weapon, Superior

Tier: 2

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 1 Power skill

This attack skill inflicts five times a character’s normal weapon damage in Body damage to an opponent. The proper way to use this ability is to call “Devastate x Body”, where x is the damage total.

Weapon Mastery

Skill (Periodic), (varies)

Tier: 3

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 2 Power skill

This ability represents the Master Warrior’s advanced training with the weapon styles with which she is familiar. Weapon Mastery can be called as several different skills depending on the weapons the Master Warrior is currently wielding. Each skill has different traits, which are listed with the different skills:

Arcing Blow (Two Handed/Polearm/Staff)Traits: Spray, Attack, Weapon (Two-handed, Polearm, Staff) Melee, Combo

The Master Warrior executes a technique on many targets at once using great, sweeping strikes of his weapon. This skill must be used in conjunction with an attack skill. The skill affects a 90 degree, 5 foot arc in front of the Master Warrior.

Defiant Cover (Shield) – Traits: Defense, Superior, Weapon (Shield)

The Master Warrior may defend against any ability that would drop her into the Serious or Critical stage of her death count or kill her instantly.

Perfect Shot (Bow/Crossbow)Traits: Attack, Weapon (Launched), Line of Sight, Combo

The Master Warrior takes precise aim, sending an arrow or bolt unerring at his target. This skill must be coupled with a ranged skill or with the Master Warrior’s normal ranged damage. The attack automatically hits its target, to a maximum range of the distance the player can fire an arrow from his or her bow. If the distance is disputed, the player may fire an arrow to prove that he can shoot at that range. The arrow need not be accurate, but must fly at least as far as the target.

Haymaker (Brawling/Martial Arts)Traits: Attack, Superior, Weapon (Brawling, Martial Arts), Condition (Stunned)

The Master Warrior delivers a powerful strike to a vital part of her opponent, stunning him for 5 seconds.

Flurry Strike (Two Weapons)Traits: Attack, Weapon (Florentine), Combo

The Master Warrior uses both weapons to weave around his opponent’s defenses. This skill must be coupled with another attack skill or the Master Warrior’s normal weapon damage. So long as the attack strikes any legal area on his target, any clothing worn by his target, or any object held by his target, the strike is considered to have successfully landed in the appropriate area. The target of this skill may use defense skills as normal against the attack.

Expert Disarm (Single weapon)Traits: Attack, Melee, Weapon (1-handed E/B, Bastard E/B, Small), Superior

The Master Warrior uses his skill with his weapon to disarm him opponent with great precision. This skill disarms the opponent, but instead of dropping the weapon, it is placed anywhere within 5 feet of the attacker’s choosing, including the attacker’s free hand. This skill may explicitly disarm 2-handed weapons. In order to use this skill, the attacker must have nothing in one hand.

Slay

Skill (Periodic), Attack, Weapon, Superior, Lethal

Tier: 4

Build: 10

Maximum: 2

Pre-Req.: 1 Tier 3 Power Skill

This powerful attack places the target into the Critical state of his or her Death Count. Additionally, all effects that extend the Death Count are ignored until the target is healed from this state.

Path of Protection

Repel

Skill (Periodic), Defense, Superior, Weapon

Tier: 1

Build: 7

Maximum: 2

Pre-Req.: None

This defense skill blocks a weapon, claw or fist attack. The opponent’s attack fails and the attack skill is considered used.

Slam

Skill (Periodic), Attack, Impact, Superior, Condition (Knocked Prone)

Tier: 1

Build: 3

Maximum: 2

Pre-Req.: None

This ability may be used to knock prone any person who is attempting to move past, through, over, or away from the master warrior via a movement ability. The target must start within 5ft of the master warrior, or their path must cross within 5ft of the warrior during movement. A target may only be affected by a single Slam per movement ability.

Defensive Fighting

Skill (Continuous), Proficiency, Defense

Tier: 2

Build: 8

Maximum: N/A

Pre-Req.: Rank 1 Protection Skill

This ability conveys a +1 Soak to a character while she has weapon or shield in hand.

Intercede

Skill (Periodic), Defense (Assist), Superior, Weapon

Tier: 2

Build: 5

Maximum: 2

Pre-Req.: 1 Rank 1 Protection skill

This skill is considered a use of the skills Intercept and Repel. The effect that is being interceded must be able to be defended against by Repel - you cannot choose to Intercede an attack that will not be stopped by Intercede.

Weapon Mastery

Skill (Periodic), variable

Tier: 3

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 2 Protection skill

This ability is identical to the Tier 3 Power Path skill of the same name.

Immaculate Defense

Skill (Periodic), Defense, Superior

Tier: 4

Build: 10

Maximum: 1

Pre-Req.: 1 Rank 3 Protection skill

A character with this ability is skilled in the arts of Defense to the point that she can defend against almost any form of attack. This skill will defend against any attack, save on that explicitly states otherwise.

Path of Finesse

Perfect Focus

Skill (Periodic), Defense, Superior

Tier: 1

Build: 4

Maximum: 2

Pre-Req.: None

This skill is a superior defense against any daze or stun effects.

Encumbering Strike

Tier: 1

Build: 4

Maximum: 2

Pre-Req.: None

Traits: Skill (Periodic), Attack, Weapon Condition (Hobbled), Superior

This skill allows the Master Warrior to wound her opponent in such a way that it impedes her movement. A target affected by this skill is Hobbled for a duration of 5 minutes. Furthermore, the target is incapable of using skills with the Movement trait while this condition lasts.

Double Strike

Skill (Periodic), Attack, Combo

Tier: 2

Build: 4

Maximum: 1

Pre-Req.: 1 Tier 1 Finesse ability.

This skill allows the Master Warrior to execute a single maneuver twice in quick succession. This skill must be combined with an Attack skill or the Master Warrior’s normal damage. The attack is considered to have hit the target twice and each instance must be defended against or succumbed to separately. Double Strike is explicitly incompatible with any tier 4 skill of any Master List and with any skill on a Heroic List.

Perfect Balance

Skill (Periodic), Defense, Augment, Superior

Tier: 2

Build: 6

Max: 1

Pre-Req.: 1 Tier 1 Finesse ability

For the duration of one battle, the Master Warrior gains immunity to the trait Knocked Prone. This skill also removes all effects upon the character with the following conditions; Pinned, Held, and Immobilized, but will not make you immune to these conditions. Any penalty for ending the condition is still applied. This skill can also be used as a defense against effects with these traits.

Weapon Mastery

Skill (Periodic), Variable

Tier: 3

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 2 Finesse skill

This ability is identical to the Tier 3 Power Path skill of the same name.

Perfect Form

Skill (Periodic), Attack/Defense, Superior, Combo

Tier: 4

Build: 7

Maximum: 2

Pre-Req.: 1 Tier 3 Finesse ability

This skill marks the pinnacle of the Master Warrior’s ability to execute any technique she knows with flawless grace and style. The Master Warrior may expend Perfect Form to use a Superior version of any physical attack, physical defense, or social defense skill from a Fighter profession she knows. This does not expend a use of the skill being enhanced.

Arch-Caster

Introduction

This class may be purchased as a higher list for Mages, Druids, Priests, Bards, Healers, Wild Mages, or Psionicists. This list represents the ability of the caster to focus her already present abilities, and refine them to cast more easily and accurately (Battle Casting), with additional power (Thaumaturgy), or be better able to defend against them (Valence).

The phrase Casted Ability refers to any abilities that those five classes can cast. When used multiple times in the same skill description, it is subsequently referred to as Ability. The use of the word Career Points refers to the appropriate points needed or used to cast a Casted Ability.

Prerequisite

Notes

A character with this list may only specialize in one Path, which allows her to reach its pinnacle Tier 4 Ability. She may choose a secondary Path, from which she may purchase Tier 2 Abilities. For any remaining paths, she may only purchase Tier 1 abilities.

The use of any skills on this list require the caster to have a Casting Focus. A Casting Focus is an item created by the caster that is a personal representation of her ability to cast. This item should be a gem, and may be in a setting (such as a pendant, ring, or bracelet), and may not serve any other purpose (i.e. it cannot have any other game mechanical effects or value). You do not need to touch or hold the gem to use it, although it must be worn openly to be used. An Arch-Caster that also has access to a Ritual Tool (such as a Sorcerer's Wand) may use the Ritual Tool as a Casting Focus. A character may have one or the other, but not both items, at any one time - creating a new Casting Focus invalidates the Ritual Tool, and vice versa.

The Arch-Caster's first focus is created as the final step in opening the Arch-Caster list. An Arch-Caster may only have one focus at a time, and the focus must be present on them to be able to use any skills on this list. The focus should have a simple item card which denotes its owner. The focus can be stolen or destroyed like any normal item. Creating a new focus requires 15 minutes of concentration on the part of the caster, and renders the old focus useless.

An Arch-Caster with access to multiple casting lower lists only needs one focus, and may use any skills from this list with any casing abilities they have.

In order to teach this list, or the skills on it, the teacher and the student must have a casting class in common, and have the minimum requirements for the list in that class. For example, if a Mage / Priest wanted to teach a Druid / Mage, both characters would need to have four Rank IV spells in Mage for the lesson to be successful. Mages may teach Bards with all three Rank IV Enchantment spells as if they were Mages, and vice versa.

Arch-Caster Traits

Three new traits have been added, to reflect the new abilities in this list.

Source – Valence

These are abilities of a protective nature, drawn from the rarer and more powerful supernatural elements of the world. Abilities with the Valence trait do not expire at the end of a period - they carry over to the next period, until used, or the event is over. Abilities cast with Valence may use Career Points typically used for casting other abilities (MP, FP, DP, PsiP or SSP), but different types of Career Points may not be combined for one ability. Casting a Valence spell requires 60 seconds of role-play appropriate to the type of career point being used to cast it.

Type – Combo (Battle Casting)

These powerful abilities enhance existing abilities to potent levels, and must be combined with a casted ability. Unlike normal effects with the Combo trait, Battle Casted abilities may be combined freely, including with each other, or with abilities with other Combo traits.

Type – Combo (Thaumaturgy)

These powerful abilities enhance existing abilities to potent levels, and must be combined with a lower list casted ability. Unless otherwise noted only one periodic skill with this trait can be used at a time when enhancing a casted ability. Unlike normal effects with the Combo trait, Combo (Thaumaturgy) abilities may be specifically combined with skills with the Combo (Battle Casting) trait.

Battle Path

Weapon Cast

Tier: 1

Build: 6

Usage: Continuous

Traits: Skill (Continuous), Combo (Battle Casting)

This skill gives the Arch-Caster the ability to deliver their lower list casted abilities through their weapon and the ability gains the trait of the weapon used (Melee for melee weapons, Launched for launched weapons, etc). After reciting the verbal the Arch-Caster must attempt to strike the target's body as if doing damage or delivering a periodic skill in order for the ability to have effect. If you fail to land your strike within five seconds, the ability is wasted and the Casting Points are used up, just as if you missed with a spell packet. When the Arch-Caster purchases this skill they also receive either the one handed edge or one handed blunt skill for free.

Spell Holding

Tier: 1

Build: 3

Maximum: 2

Pre-Req.: None

Usage: Periodic

Traits: Skill (Periodic), Combo (Battle Casting)

With this skill, the character may cast a lower list casted ability and then hold the spell packet for up to 5 minutes (instead of 5 seconds) without losing the spell. The character must say the name of the ability at least every 30 seconds, or the ability will be lost as if it was not cast within the allotted time. The caster has up until the end of the normal 5 second casting window to use this skill - it does not need to be used during casting.

Double Power

Tier: 2

Build: 4

Maximum: 2

Pre-Req.: 1 Tier 1 Battle Skill.

Traits: Skill (Periodic), Combo (Battle Casting)

With this skill the Arch-Caster may double the damage or AP of a lower list casted ability. To use this ability the Arch-Caster must insert the words "Double Power" into the verbal before the spell name. For example, when casting an incinerate, the Arch-Caster would state, "I call upon the Volcanic powers from the eternal plane of fire to summon forth a double power incinerate. 400 Magic Fire."

Spell Surge

Tier: 2

Build: 4

Maximum: 2

Pre-Req.: 1 Tier 1 Battle Skill

Traits: Skill (Periodic), Combo (Battle Casting), Line of Sight

This skill allows a character to use any 1st or 2nd rank ability without the use of a spell packet or saying the verbal, singing, or concentrating the normal required time. The caster must have their arm extended and finger pointing at the target (the caster may not be paralyzed, immobilized, or stunned). To invoke this skill you must call “Spell Surge” and then the ability name. The caster must have a clear line of sight to the target, and the target must be within 10 feet.

Perfect Cast

Tier: 3

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 2 Battle Skill

Traits: Skill (Periodic), Combo (Battle Casting), Line of Sight

This skill allows a character to use any rank ability without the use of a spell packet or saying the verbal, singing, or concentrating the normal required time. The caster must have their arm extended and finger pointing at the target (the caster may not be paralyzed, immobilized, or stunned). To invoke this skill you must call “Perfect Cast” and then the ability name. The caster must have a clear line of sight to the target. The caster must be capable of throwing a spell packet the distance of the target; she may be asked to throw a packet as far as the target if the range is questionable, but it does not need to be accurate.

Battle Casting

Tier: 4

Build: 10

Maximum: 1

Pre-Req.: 1 Tier 3 Battle skill

Traits: Skill (Periodic, Continuous), Combo (Battle Casting)

When invoked the user chooses one sphere, domain, psionic discipline, healing path, or theme of Bard Song (Nocturne, Lyric, Fanfare, Requiem, or Riddle). For the duration of the battle, the user may surge cast any abilities form the chosen category. Continuously, while casting any abilities, the user is no longer interrupted by damage. If struck while casting, the caster should finish casting and state “Battle Casting” to inform the attacker that they were not interrupted. If a Wild Mage is using this skill then they can surge cast twice in five seconds.

Valence Path

Alchemy Shield

Tier: 1

Build: 4

Usage: 5 Casting Points

Traits: Valence, Defense, Latent, Superior

This ability defends against of one effect with the Alchemy or Poison trait.

Elemental Ward

Tier: 1

Build: 4

Usage: 5 Casting Points

Traits: Valence, Defense, Latent, Superior

This ability defends against of one effect with the Elemental trait.

Enchanted Armor

Tier: 2

Build: 5

Pre-Req.: 1 Rank 1 Valance ability

Usage: 6 Casting Points

Traits: Valence, Defense, Latent

This spell bestows 30 Armor Points to the recipient.

Mind Citadel

Tier: 2

Build: 5

Pre-Req.: 1 Rank 1 Valance ability

Usage: 6 Casting Points

Traits: Valence, Defense, Latent, Superior

When invoked, this ability will stop any effect with the Mental trait.

Negation

Tier: 3

Build: 6

Pre-Req.: 1 Rank 2 Valance ability

Usage: 7 Casting Points

Traits: Valence, Defense, Latent, Superior (Caster Only)

This defense will negate any one non-superior casted ability. If cast on oneself, this ability gains the Superior trait, and should be invoked as “Superior Negation” to reflect this.

Resist

Tier: 4

Build: 8

Pre-Req.: 1 Rank 3 Valance ability

Usage: 8 Casting Points

Traits: Valence, Defense, Latent, Superior

When invoked, this defense will protect the recipient from any one attack, including attacks with the Piercing trait.

Thaumaturgy Path

Spell Proficiency

Tier: 1

Build: 4

Maximum: 2

Pre-Req.: None

Traits: Skill (Continuous), Proficiency

With this skill, the caster may specialize in a lower list casted ability which is named at the time of purchase. For each purchase of the skill, the caster may cast her specialized ability for one less casting point. You may purchase this skill multiple times for the same ability to reduce the point cost of that specific ability up to 50%, rounded up (e.g., a 3 point ability can only be lowered to 2). You may specialize in a different casted ability for each purchase of this skill. A Wild Mage who buys this skill chooses a rank instead of a casted ability name. They then choose which spell they are going to be proficient in at the beginning of each event after receiving their random spells.

Lay Over

Tier: 1

Build: 6

Maximum: N/A

Pre-Req.: None

Traits: Skill (Continuous), Proficiency

Any lower list latent defenses cast on the arch mage by herself do not expire at period change, for the duration of the event. This includes defenses affected by abilities with the Augment (Battlecasting) or Augment (Thaumaturgy) type.

Spell Tether

Tier: 2

Build: 6

Maximum: 1

Pre-Req.: 1 Tier 1 Thaumaturgy ability

Traits: Skill (Periodic), Combo (Thaumaturgy)

With this skill the Arch-Caster may take a lower list casted ability that grants a numerical or damage type bonus, and has a fixed duration, and increase the duration to two hours. To use this ability the Arch-Caster must insert the words "Spell Tether" into the verbal before the spell name. In example when casting a Blur the Arch-Caster would state "With deception I conjure a Spell Tethered Blur"

Double Cast

Tier: 2

Build: 5

Maximum: 1

Pre-Req.: 1 Tier 1 Thaumaturgy ability

Traits: Skill (Periodic), Combo (Thaumaturgy)

With this skill the Arch-Caster may augment any lower list casted ability with the Attack trait such that the ability counts as two separate uses of the spell, and each one must be defended against individually. To use this ability the Arch-Caster must insert the words "Double Cast" into the verbal before the spell name. In example when casting an incinerate the Arch-Caster would state "I call upon the Volcanic powers from the eternal plane of fire to summon forth a double cast incinerate. 200 Magic Fire, 200 Magic Fire."

Arcing Cast

Tier: 3

Build: 5 Build

Maximum: 2

Pre-Req.: 1 Tier 2 Thaumaturgy ability

Traits: Skill (Periodic), Combo (Thaumaturgy)

When used in conjunction with any other lower list casted ability, that ability then encompasses a 90° arc, 5 foot range, from the caster’s extended hand. If being used in conjunction with an ability that grants a buff or a defense, a maximum of three targets within the arc can be chosen to be affected. To use this ability the Arch-Caster must insert the words "Arcing Cast" into the verbal before the spell name.

Absolute Power

Tier: 4

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 3 Thaumaturgy ability

Traits: Skill (Periodic), Combo (Thaumaturgy), Superior

With this skill the Arch-caster may enhance a lower list casted ability so that it gains the Superior Trait. To use this ability the Arch-Caster must insert the words "With Absolute Power" at the beginning of the verbal. For example, when casting an Absolute Power Enfeeblement, the Arch-Caster would state, "With Absolute Power from the deepest shadows in the realm of eternal Darkness I cast Enfeeblement". If used in conjunction with a latent effect the Arch-Caster must additionally notate the target’s card with “AP” prior to the ability name. When invoking an effect augmented by Absolute Power, the invoker must state “Absolute Power <effect name>.” This ability may explicitly be combined with the skill Double Cast. An effect enhanced with Absolute Power still counts as the same effect for the purposes of stacking effects (i.e. - you cannot have more than one on you at a time). When used in conjunction with an ability with the Healing Trait, the ability takes immediate effect and also grants the recipient a latent, invokable use of that ability. The character must be conscious when they wish to invoke the healing ability.

Master Rogue List

Path of Shadow

Stealth

Tier: 1

Build: 6

Maximum: N/A

Pre-Req.: None

Traits: Skill (Continuous), Proficiency, Headband (Yellow)

This skill allows a character to move while using the skill Hide in Shadows. The character must remain in the shadows and can only move at a heel-to-toe rate while concealing herself with this skill. The character’s movement makes no in-game sound regardless of any sounds their movement might create. However, if the character speaks or takes offensive action towards another being, she becomes immediately visible. Further, a character utilizing this skill will remain concealed while utilizing skills with the Movement trait (such as Climb, Expert Escape/Entry, etc.), utilizing self-augmenting alchemy (such as drinking a potion, applying a poison to their weapon, etc.), or accessing items they possess on their person (such as pulling a Fire Bomb out of a pouch, unsheathing a weapon, etc.). This skill requires the use of a yellow headband, and must be used with the skill Hide in Shadows.

Evade

Tier: 1

Build: 7

Maximum: 1

Pre-Req.: None

Traits: Skill (Periodic), Defense, Superior

This skill allows the Master Rogue to avoid any non-area of effect attack.

Avoid

Tier: 2

Build: 4

Maximum: 2

Pre-Req.: 1 Tier 1 Path of Shadow Ability

Traits: Skill (Periodic), Defense, Superior

This skill allows the Master Rogue to dive out of the way of danger, functioning as a superior defense that works only against attacks with the area of effect trait or against a trap. If used to avoid a trap it will defend against all skills associated with one trigger.

Shadow Leap

Tier: 2

Build: 5

Maximum: 1

Pre-Req.: 1 Tier 1 Path of Shadow Ability

Traits: Skill (Periodic), Naming, Movement, Attack

The attacker, while concealed with a yellow headband ability, names a target within 30’ of them and performs a Leap towards the target as per the skill of the same name. Upon reaching the target the attacker may automatically strike the target with a standard melee attack or expend a use of any periodic skill found on a Rogue List – Lower, Master, or Heroic. The attack is considered a surprise attack and a strike to the back for the purposes of calculating damage and skill use eligibility.

Conceal

Tier: 3

Build: 4

Maximum: 2

Pre-Req.: 1 Tier 2 Path of Shadow Ability

Traits: Skill (Periodic), Defense, Superior

This skill allows a hidden Master Rogue to resist an ability that would allow a character to see through a yellow headband concealment skill. Once used, they are immune to being detected by any yellow headband detection ability from any source for 5 minutes.

Vanish

Tier: 4

Build: 8

Maximum: 2

Pre-Req.: 1 Tier 3 Path of Shadow Ability

Traits: Skill (Periodic), Headband (Yellow), Movement, Defense, Superior

This skill allows a Master Rogue to escape an unfavorable situation. At the time this skill is used (if indoors) the Master Rogue must move outside via the quickest possible method, and may attempt to take with them any armaments or items within arm’s reach not possessed by another character. The Master Rogue is placed under superior yellow headband concealment for 30 seconds but is not restricted to any pace of movement. The Master Rogue instantly recovers from the conditions paralyzed, stunned, dazed, knocked prone, pinned, held and immobilized when calling this skill. The skill can be called as a defense, effectively acting as an Evade, in which case the rogue must still use the movement portion of the skill removing her from battle. The traveled distance during Vanish cannot be tracked. This skill cannot be stopped by movement restricting or stopping skills. Player must defend against all attacks after vanishing. (For example: player A uses three slays on player B. B uses Vanish. B must still defend against two slays.)

Path of Murder

Off-hand Opportunist

Tier: 1

Build: 6

Maximum: N/A

Pre-Req.: None

Traits: Skill (Continuous), Proficiency, Weapon (Florentine, Brawling)

Whenever the rogue successfully lands any periodic or event based attack skill from a rogue list on a target, the rogue gains 1 free use of the skill Crit with the other hand. This free Crit must be delivered within 5 seconds of the original attack or it is lost. The Master Rogue may not benefit from this effect more than once every 30 seconds.

Skilled Poisoning

Tier: 1

Build: 3

Maximum: 2

Pre-Req.: None

Traits: Skill (Periodic), Targets Object

With this skill the rogue, with the aid of a marshal, may simply stand in the vicinity of a target item to administer an ingested poison. The rogue must stand within arms reach of the target vessel for a minimum of ten seconds.

Gouge

Tier: 2

Build: 6

Maximum: 1

Pre-Req.: 1 Tier 1 Path of Murder Ability

Traits: Skill (Periodic), Attack, Melee, Condition (Dazed), Superior

Allows the rogue to attack and disorient the target causing her to be dazed for 1 minute. For the first ten seconds, the rogue is considered to be “Out of Combat” only to the target. During the duration of this skill, any skill requiring a strike to the back may be used against the target from the front as well.

Venom Strike

Tier: 2

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 2 Path of Murder Ability

Trait: Skill (Periodic), Attack (Backstab), Melee, Condition (Poisoned), Superior

This skill allows the Master Rogue to instantly apply a blade poison and deliver that poison as well as a superior attack that deals twice the Master Rogue’s damage (including backstab proficiencies) in poison damage. Note that this is not a surprise attack, but it must be delivered to the targets back. The way this skill would be called, would be “Venom Strike, Sleep Blade Poison, 14 Poison” This would be delivered as one superior attack.

Poison Bomb

Tier 3

Build: 5

Maximum: 2

Pre-Req.: 1 Tier 2 Path of Murder Ability

Traits: Skill (Periodic), Attack, Spray, Superior

This skill allows the Master Rogue to alter any one blade poison into a Spray gaseous attack. When used the character must extend their arms before them in a 90 degree arc and call “Poison Bomb” followed by the effect of the poison used, for instance “Poison Bomb Sleep Poison” or “Poison Bomb 32 Poison.” If a Poison Bomb strikes anyone inside a sphere or sanctuary of any sort the attack gains the area of effect trait and affects everyone inside the sphere or sanctuary in which the attack was delivered.

Assassinate

Tier: 4

Build: 10

Maximum: 2

Pre-Req.: 1 Tier 3 Path of Murder Ability

Traits: Skill (Periodic), Attack (Surprise), Melee, Superior, Piercing, Lethal

This skill allows the Master Rogue to expertly strike an adversary from surprise. This skill drops the target directly into the critical stage of their death count and negates all effects that would extend the target’s death count. If the Master Rogue wishes, she may expend a Greater Blade Poison (which must be applied to her weapon normally) to add the Poison trait to this attack (called as “Assassinate Poison”). If the Master Rogue does so, a defense against poison may be used to removed the Poison trait from the attack, but this will not defend against the Assassinate.

Path of Deception

Hidden Pocket

Tier: 1

Build: 5

Maximum: N/A

Traits: Skill (Continuous), Creation, Targets Object

The Rogue has a hidden pocket on their person. The pocket cannot be found when searching, and cannot be pick pocketed. The pocket is large enough to fit one item of dagger size or smaller, as well as up to twenty coins or gems as well as five potions or scrolls. You must designate one pocket or pouch as the hidden pocket and keep all these items separate from others while also noting the hidden pocket location on your character card. In the event that you change clothing for some reason, note that the Hidden Pocket has moved and where the new locations is.

Caltrops/Nimble

Tier: 1

Build: 2

Maximum: 2

Pre-Req.: None

Traits: Skill (Periodic), Defense, Superior

This skill may be called to prevent the use of any one movement skill or movement hindering skill or ability against the Master Rogue. Caltrops may be used even during a hold if the Master Rouge is fleeing in some fashion and someone is attempting to use a movement-based skill to pursue her. The attempted skill used is canceled and the affected character is unable to use another movement based skill for 30 seconds. This skill may only be used on targets who are moving towards the Master Rogue

Alternately, this skill may be used as a defense against any movement hindering skill, such as Nail or Encumbering Strike. When used in this way, the skill should be called as Nimble. The attacker is unable to use another movement hindering skill against the Master Rogue for 30 seconds.

Quick Reflexes

Tier: 2

Build: 5

Maximum: 1

Pre-Req.: 1 Tier 1 Path of Deception Ability

Traits: Skill (Periodic), Defense, Superior

This skill defends against any skill from a rogue profession or the master rogue list.

Death Wish

Tier: 2

Build: 2

Maximum: 2

Pre-Req.: 1 Tier 1 Path of Deception Ability

Traits: Skill (Periodic), Naming

The Master Rogue may call a Death Wish down upon a selected individual, when doing so it will allow all rogues to use backstab profs as regular weapon profs on the specified individual for a duration of 1 minute.

Safe House / Hidden Stash

Tier: 3

Build: 10

Max: 2

Pre-Req.: 1 Tier 2 Path of Deception Ability

Traits: Skill (Periodic), Creation, Targets Object

This skill allows the rogue to create a small hidden area in a room by placing a small token in any area of a building to signify it’s entrance. If the rogue places items in this area, the area cannot be discovered by any in-game means. Alternatively the rogue may hide another single person in the area. If a person is in the area, the area may be discovered with a use of the skill “Find Hidden Doors”, however will only have a 50% chance of working each time it is used. An area created by this skill expires at the end of the period during which it was created.

Secret Passage

Tier: 4

Build: 8

Maximum: 2

Pre-Req.: 1 Tier 3 Path of Deception Ability

Trait: Skill (Periodic), Headband (White/Yellow), Concentration, Movement, Superior

The Master Rogue knows the existence of many secret passages throughout Arawyn. The Master Rogue role-plays for thirty seconds getting to and opening a secret passage then calls out Secret Passage and their destination and they (along with anyone within 20 feet of her with the Fence skill that they wish to take with them, and one person without the Fence skill) slips into the Secret Passage and puts on a white headband. They have to travel in a direct route and may not delay getting to their appointed position. Once there, they must appear at least 50 feet from any sentient being, and the rogue and her allies are under the effects of a superior hide in shadows for one minute. This skill may also be used to naturally hide the Master Rogue and up to 3 allies with a superior yellow headband for up to 5 minutes per use. For any use of this skill, an RP time of thirty seconds is required.

Heroic Lists

Daredevil (Heroic Acrobat)

(Content will be added as it becomes available.)

Pioneer Occultist (Heroic Alchemist)

(Content will be added as it becomes available.)

Targeteer (Heroic Archer)

(Content will be added as it becomes available.)

Nightblade (Heroic Assassin)

(Content will be added as it becomes available.)

SongWeaver (Heroic Bard)

(Content will be added as it becomes available.)

Marauder (Heroic Berserker)

(Content will be added as it becomes available.)

Sentinel (Heroic Bounty Hunter)

(Content will be added as it becomes available.)

Enforcer (Heroic Brute)

(Content will be added as it becomes available.)

Dread Pirate (Heroic Buccaneer)

(Content will be added as it becomes available.)

Vanguard (Heroic Cavalier)

(Content will be added as it becomes available.)

Dreadnaught (Heroic Chaos Warrior)

(Content will be added as it becomes available.)

Templar (Heroic Cleric)

(Content will be added as it becomes available.)

Draconic Legionnaire (Heroic Dragoon)

(Content will be added as it becomes available.)

Druidic Elder (Heroic Druid)

(Content will be added as it becomes available.)

Maverick (Heroic Gambler)

(Content will be added as it becomes available.)

Soul Warden (Heroic Healer)

(Content will be added as it becomes available.)

Sorcerer (Heroic Mage)

(Content will be added as it becomes available.)

Pioneer Surgeon (Heroic Physician)

(Content will be added as it becomes available.)

Divine Ceremonialist (Heroic Priest)

(Content will be added as it becomes available.)

Ascendant (Heroic Psionicist)

(Content will be added as it becomes available.)

Kingpin (Heroic Racketeer)

(Content will be added as it becomes available.)

Emerald Huntsman (Heroic Ranger)

(Content will be added as it becomes available.)

Kensai (Heroic Ronin)

(Content will be added as it becomes available.)

Pioneer Academic (Heroic Scholar)

(Content will be added as it becomes available.)

Artificer (Heroic Smith)

(Content will be added as it becomes available.)

Infiltrator (Heroic Spy)

(Content will be added as it becomes available.)

Dashing Swordsman (Heroic Swashbuckler)

(Content will be added as it becomes available.)

Dungeoneer (Heroic Thief)

(Content will be added as it becomes available.)

Inquisitor (Heroic Torturer)

(Content will be added as it becomes available.)

Warlord (Heroic Warrior)

(Content will be added as it becomes available.)

Sensei (Heroic Warrior Monk)

(Content will be added as it becomes available.)

Elemental Warden (Heroic Wild Mage)

(Content will be added as it becomes available.)

ShattenJager (Heroic Witch Hunter)

(Content will be added as it becomes available.)