Ability Scores

Each Class has 3 Primary Ability Scores that are important to it.

Primary Ability scores have a minimum score of 12 in order to be a member of that profession.

Axiom & Affinity

Excepting Bards, each class has an Axiom and Affinity in relation to Magic.

Bard

Null

Arcane

Divine

Eldritch

Mystical

Primal

Spell Cast

Sensate

Vanguard

Sorcerer

Paladin

Reeve

Corsair

Ranger

PER

Servant

Outlaw

Envoy

Shrineward

Gunslinger

Mystic

Shaman

WIS

Disciple

Warrior

Wizard

Cleric

Warlock

Monk

Witch

KNO

Spell Attack

CON

KNO

WIS

PER

CHA

SAN

 

Spell Cast & Spell Attack

Each class that is able to use magic has a Spell Casting score determined by their Axiom (Kno, Wis, Per) and a Spell Attack score determined by their Affinity (Kno, Wis, Per, Cha, San).

Nulls always have Con for both.

Saving Throws

These are the two ability scores for saving throws for that profession. One will always be one of the three Primary Ability scores.

Spell Proficiency

These are the spell proficiencies that the class starts with. Remember that these are necessary to learn Mysteries.

Spells known per level is listed below. This is the number of spells that an individual can hold in their head of each Myserie.

Complexity ->

Simple

Rudimentary

Intermediate

Advanced

Expert

Mastery

Level

Cantrip

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Novice

1

3

         

2

4

1

        

3

4

1

        

4

4

2

1

       

Yeoman

5

5

2

1

       

6

5

3

2

1

      

7

5

3

2

1

      

8

6

4

3

2

1

     

Adept

9

6

4

3

2

1

     

10

6

5

4

3

2

1

    

11

7

5

4

3

2

1

    

12

7

6

5

4

3

2

1

   

Master

13

7

6

5

4

3

2

1

   

14

8

7

6

5

4

3

2

1

  

15

8

7

6

5

4

3

2

1

  

16

8

8

7

6

5

4

3

2

1

 

Grand Master

17

9

8

7

6

5

4

3

2

1

 

18

9

9

8

7

6

5

4

3

2

1

19

10

9

8

7

6

5

4

3

2

1

20

10

10

9

8

7

6

5

4

3

2

Armor Training

This is the kind of Armor the character has had training in.

Armor Training consists of Standard, Light, Medium, Heavy, and Shield.

Weapon Training

These are the kinds of weapons the character has had training in. Weapons Training consists of Simple, Common, Adept, Expert, Specialist, and Bodied, with Ranged and Melee types of each.

Simple

Common

Adept

Expert

Specialist

Melee

Melee

Melee

Melee

Melee

Ranged

Ranged

Ranged

Ranged

Ranged

Fortes

These are the primary abilities of the profession, each of which improves over time.

Aspects

These are the Aspects gained at higher levels. The table also list the Mana amounts for each level by Axiom.

Level

Aspects Gained

Spell Points

   

Sensates

Servants

Disciples

Orders

Mysteries

 

1

Order / Mystery + Forte

7

10

12

1st Order

Simple

 

2

Esoterica

15

20

25

   

3

Precept

22

30

37

   

4

Maxim + ASI

30

40

50

   

5

Order / Mystery + Forte

27

50

62

2nd Order

Rudimentary

 

6

Esoterica

45

60

75

   

7

Precept

52

70

87

   

8

Maxim + ASI

60

80

100

   

9

Order / Mystery + Forte

68

90

112

3rd Order

Intermediate

 

10

Esoterica

75

100

125

   

11

Precept

82

110

137

   

12

Maxim + ASI

90

120

150

   

13

Order / Mystery + Forte

97

130

162

4th Order

Advanced

 

14

Esoterica

105

140

175

   

15

Precept

113

150

187

   

16

Maxim + ASI

120

160

200

   

17

Order / Mystery + Forte

127

170

212

5th Order

Expert

 

18

Esoterica

135

180

225

   

19

Precept

142

190

237

   

20

Maxim + ASI

150

200

250

   
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