Norbayne Character Creation

Started by Phoenixguard09, December 30, 2016, 02:13:22 PM

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Phoenixguard09

This thread contains most everything of what one might need to create a character to play a campaign in the world of Norbayne.

Let's get started.

Personal Details:
Name:
- An essential part of creating a character in any game, there's a fair bit of material covering the languages and naming conventions of the peoples and cultures of the world.
Age:
- There are five bands of age. Child, Youth, Prime, Ageing and Elderly.
Sex:
Height and weight:
- These only rarely have much of an effect, but sample ranges are provided for each Ancestry.
Eye, hair, skin/fur colour:
- Much the same as height and weight, this is pretty much only for aid in visualising your character. There is/will be artwork which will provide examples.
Birthsign:
- By default this does not mean much, if anything, however these can be used almost as a roleplaying guide for the character. It is intended to help new players grasp the idea of playing a character separate from themselves. Each birthsign comes with a sample 'personality' which can be used as a guide in acting as your character. This is not to say that in acting in opposition to your birthsign, you are acting out of character, but rather to provide a framework for a player to use if they are unsure of how their character may behave. It is entirely up to the individual player as to how they choose to interact with this option.

Quote from: Norbayne Horoscope
Eagle: Those born under the sign of the Eagle tend to be born explorers, often going out of their way to take not only the path less travelled, but the more difficult and challenging path too. Because of their high focus on intellectual exploration, many inventors, eccentrics and highly original trailblazers are born under this sign. They can be objective in judgement, and tend to not let their emotions get in the way of the right decision. Outgoing and amiable, Eagles attract friends wherever they go and those whom Eagles befriend have their unswerving loyalty.

Boar: As a credit to those of the Boar and considering their many vulnerable characteristics, they are incredibly adaptable and resilient. As a trend, Boars tend to fantasize about situations and people and because they spend so much time in their own fantasy land, this can catch them unawares in other more worldly areas. Because of this inner world of fantasy, Boars seldom perceive whatever is going on around them in its true light. They see life instead as they want to see it, colouring their view of the world in hues and tones far removed from its true reflection. When at their worst, Boars often become depressed, obsessive and confused and usually feel a need to dream.

Ram: Although they are independent, outgoing and assertive, those born under the sign of the Ram are also surprisingly trusting, often innocently walking into the danger knowing the consequences. They are impulsive and usually act first and ask questions or have doubts later. Rams also love challenges and if everything is running smoothly, they are quite capable of going out and disturbing the balance just for the excitement.

Bull: Underneath their cool, calm and collected exterior, Bulls are usually a maelstrom of pent up energy. They will let others get close, but only so close as they want them. It is for this reason that Bulls are sometimes regarded as withdrawn or even boring. Bulls hate to be put in jeopardy of any kind and this usually leads to Bulls going out making the future happen as they want it, rather than leaving it to fate.

Crow: Those born under the sign of the Crow often have a gift for talking, are talented writers or have a special interest in foreign languages. They are quite gregarious and often feel lonely very easily. The Crow personality can appear mysterious or detached to others and therefore they are often misunderstood and unappreciated for the talents they offer to the world at large.

Stallion: Those born under the sign of the Stallion appear to change and deviate from their usual behaviour with the phases of the moon. Life doesn't stand still for this sign, even if they remain in one place. Most Stallions feel one way one minute, then sometimes totally different the next and often have a need to travel and see new things.

Lion: Those born under the sign of the Lion tend to allow pride to dominate them. Flattery and the good opinions of others seems to be what Lions strive for the most. They are charismatic and positive-thinking and attract an abundance of friends and opportunities. At their worst they are vain, lazy and arrogant, however Lions also tend to be astoundingly loyal.

Hare: There is ingenuity around those born under the Hare, a kind-heartedness, which unfortunately is sometimes played upon by others for their advantage. Despite this, most Hares find cynicism a foreign concept.
Generally creative, Hares are also often delicate and shy, happy to allow others to take the glory but are fully capable of standing up when necessary.

Dragain: Dragains often tend to switch off from the world around them, almost hibernating to come to a decision. As such, many are almost incapable of coming to a decision without this contemplative stage, becoming easily flustered when forced to choose. However, when the proper decision making process is observed, a Dragain is stubborn and will do everything in their power to see it done.

Mhor: Even as children, those born under the sign of the Mhor are often found to be wise beyond their years. As such, most Mhors are winners, known for being tough and resilient. Their attitudes often get them into trouble however, as when they are negative about something or someone, or critical of themselves, they can tend to get in their own way.

Wolf: Trying to tie down these free-spirited individuals is often frustrating for those around them as Wolves are happiest on the move, exploring new cultures and ideas. Freedom loving, optimistic and honest, Wolves are notorious for their lack of tact however they do tend to work well in groups, both as leaders and members of the pack.

Stag: Those born under the sign of the Stag are often patient and persevering. They reach their goals because they know the longest journey commences with a single step and that the first step is always the most difficult. Stags usually rise to the occasion when faced with a deadline, even if something has come to a grinding halt, their ambition to reach the goal keeps them moving forwards. As such they tend to be both hard workers and loyal companions.

Game Details:
Ancestry:
- There are 14 playable Ancestries in Norbayne, each with multiple backgrounds to choose from which will have an effect on your character, providing skills and resources. There are also variant peoples for most of the 14, which provide further customisation.
Primary Class and Level:
- There are 22 playable classes at this stage, most of which are in a reasonably playable state. (Finalised Talent, Combat Manoeuvre, Spell and Major Talent lists are still to be completed, but work is continuing apace)
Secondary Class and Level:
- A character's primary class must always be at least one level higher than their secondary class. Otherwise, the character is free to choose whichever class they like to increase in.

Age Modifiers:
- Child: -20 to Strength, Toughness to a minimum of 10,  and -10 to Speed. -4 Health, +5 to Dexterity and Perception. Take the Small size category and a bonus to Charm members of your Ancestry who would be predisposed to help a child. Reduce Strength and Toughness hard-caps by 40 until character is no longer considered a Child. The game is not exactly designed to facilitate playing as a child, however these modifiers are a suitable guide for GM's creating child NPC's, if stats are required.
- Youth: -10 to Strength, Toughness and Speed. -1 Health, +10 Dexterity, Agility and Perception. At GM's discretion, take the Small size category and a bonus to Charm members of your Ancestry who would be predisposed to help a child, depending on the character's age. Reduce Strength and Toughness hard-caps by 20 until character is no longer considered a Youth.
- Prime: +1 Health at character creation.
- Ageing: -5 to Strength, Toughness and Agility. +5 Willpower. Character gains 5 Advance Points which can be spent on Skills or Talents, but not Stats.
- Elderly: -15 to Strength, Toughness, Agility. -10 to Speed. -5 to Dexterity and Perception. -1 Initiative and Health. +10 to Willpower and Intelligence. Character gains 22 Advance Points which may be spent on Skills or Talents, but not Stats.   

Statistics:
- Strength: Represents physical strength. Has an effect on damage caused in combat. May be increased by 5 for 2 Advance Points every level. Strength is considered a Physical Stat. 

- Toughness: Represents the ability to take a hit and general resilience. May be increased by 5 for 2 Advance Points every level. Toughness is considered a Physical Stat.

- Dexterity: Represents hand-eye coordination and skill with hands. May be increased by 5 for 2 Advance Points every level. Dexterity is considered a Physical Stat.

- Agility: Represents the character's agility and general mobility and athleticism. Is used to dodge attacks. May be increased by 5 for 2 Advance Points every level. Agility is considered a Physical Stat.

- Health: An active tracker of the character's vitality. Health generally increases at a rate of 1 point every 2 Levels, however some Talents and Traits may affect this. Usually when a character's Health hits 0, the character is considered Incapacitated, but some exceptions exist. Also usually, when a character's Health hits -10, the character is considered permanently dead.

- Initiative: Represents the character's reaction times, sense of timing in general and ability to react to violence or other surprising events. May be increased by 1 point for 4 Advance Points every 5 Levels. 

- Willpower: Represents the character's mental fortitude, strength and stubbornness. Is used to deal with daemonic entities. May be increased by 5 points for 2 Advance Points every level. Willpower is considered a Mental Stat. 

- Charisma: Represents the character's force of personality and ability to influence people. Physical appearance is considered to be a part of this, but it is possible to be quite plain and still have high Charisma. May be increased by 5 points for 2 Advance Points every level. Charisma is considered the only Social Stat.

- Perception: Represents the character's ability to perceive things around them and use their senses to search for things. May be increased by 5 points for 2 Advance Points every level. Perception is considered a Mental Stat. .

- Speed: Represents the character's pace when travelling at top speed. Speed starts as a Ancestral Base, but may be increased by 5 yards every 5 Levels for 3 Advance Points each time.

- Intelligence: Represents the character's ability to retain knowledge and learn from their experiences. Intelligence affects how many Advance Points are earned at a level up, in addition to being keyed to a large number of skills. May be increased by 5 points for 2 Advance Points every level. Intelligence is considered a Mental Stat.

- Magic Level: An active tracker of the character's ability to harness magical energies. The higher the character's Magic Level, the more dice the character may use in casting a spell, and the higher level spells may be learned. May be increased by 1 point for 4 Advance Points every 2 Levels. A character's first point in Magic increases their maximum Soulfire by 2 and allows the character to learn at least one free Spell. Every further increase to Magic Level also increases the character's Soulfire by 1.

- Soulfire: An active tracker of the character's sustainable lifeforce which is used to fuel magical effects. There are several effects which will drain Soulfire before eating away Health, and so it is important that all characters have their Soulfire total noted. Characters' Soulfire starts at a Ancestral base, but may increase it by 1 point for 2 Advance Points every level. Increasing Magic Level also increases Soulfire by 1 point.

- Luck: A special system. Each character, unless subject to certain Traits, has a maximum of 6 Luck Points, which may be used to re-roll a Check of some kind. These points are replenished at a slow rate, but are regained by completing story arcs and such. Luck may also be tested against at times or to barter with the Games Master to 'break' the rules.

Skills, Traits, Talents and Major Talents:
- Skills: There are two types of skills, Common Skills and Class-Based Skills. Common Skills are available to any character, regardless of Class, and are present on the character sheet. Class-Based Skills must be written into the spare spots beneath, and are only available to certain classes.

All Skills require a single Advance Point to learn, and in subsequent Levels, the character may receive +10, +15 and +20 rank bonuses to them for the same price.

- Weapon Proficiencies: Every Class has access to a certain number of Weapon Proficiencies. Common weapons are denoted in the Equipment lists, and Proficiency in them is available to every character, regardless of Class. Martial, Specialist Ranged and other weapon families are also denoted in Equipment, and are available to certain Classes as noted below. A rank of Weapon Proficiency costs a single Advance Point to take, until the '*' level, which requires 2 Advance Points, and denoted Mastery in that weapon family. Achieving Mastery in that weapon family provides the character with the Mastery Talent, which provides all number of advantages, whether flat bonuses or unique Combat Manoeuvres.

- Traits: Traits are acquired at the start of the game, and again are split into two types, General Traits and Ancestral Traits. General Traits are available to any character for a price, usually 2 Advance Points at character creation. They usually provide some small bonus or a re-roll to a specific skill once per day. Every character rolls once on the General Trait chart to gain one for free, though a GM and player may work together to pick one Trait to fit a concept a player may have.

Ancestral Traits are available only to that Ancestry, and have a much wider variation in effects and price, from small spells or Talents through to resistances and extra Health. Most Ancestry have mandatory and Optional Ancestral Traits, which are free, and a character may take as many of these as they wish. 

- Talents: Talents are acquired at any level up, and usually cost 2 Advance Points to purchase. Talents provide bonuses or additions to Skills and are the main way a character is customised. Talents are almost always 2 Advance Points to purchase, whether they be a Skill Enhancement, Class Feature, Spell Enhancement or Combat Manoeuvre. 

- Class Rewards: Class Rewards are essentially more impressive Talents. They may be acquired every 5 levels of a single Class, at a rate of a single Class Reward per 5 levels. Unless otherwise specified, Class Rewards are otherwise free.

STILL TO COME:
Spells:
Equipment:
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Phoenixguard09

#1
The Various Ancestries and Peoples of Norbayne and Other Lands
This list is, as yet, pretty much completed. I will be adding to this, and modifying it, for quite some time yet I imagine, but as of right now, we are pretty happy with the total of 12 14 playable Ancestries. 

Quote from: MidlanderMidlander
Midlanders are a diverse people, and are found predominantly across Norbayne, although they are prone to travelling, and as such can be found in reasonably significant numbers on every major landmass. They came to Norbayne from distant lands to the east, not long before the fall of the Bovus Empire. They are quite hardy, and very adaptable, and quickly settled all through the Midlands of Norbayne, establishing small, independent kingdoms in the wake of the fall of the mighty empire of the Bosavir. From there, they spread across the known world, coexisting with the indigenous peoples of the southern realms of Unterguardt, forming realms on the northern coasts of Sothbayne and even reaching as far afield as Arlend in the far west.

In appearance, they can vary significantly, with a range of hair colours, from pale blondes, through russets and browns and black. Generally their skin colouration varies according to the climate the individual hails from, with those from the south tending towards darker skin tones and darker hair, and those from the north generally being paler, with brighter hair colours.

The northern realms of Norbayne are home to the Highlanders, though many can be found over the Northern Sea in settlements on the southern coast of Unterguardt. Their cold homes and constant border strife breeds a hardy and tough people. Highlanders are not generally known for their social graces, but their strength and prowess is well regarded. Like all Midlanders, they speak the Common tongue, but with a thick accent, and not a few borrowed words from both the Cainte and Indalt languages. They are generally pale skinned, with either dark or reddish hair.

The multitude of realms covering the plains which stretch from the Neck in the north, to the Dragain's Tail in the south, and from the eaves of the Gwyrai woods in the east all the way to the western coasts, is home to the Lowlanders. These realms, like most Midlander realms, are constantly striving against each other, producing a generally warlike people, with a fond regard and respect for new technologies and magics. The Lowlands are likely the birthplace of the Common tongue, which in itself is a pidgin of the two main languages of the old Bovus Empire, the Cainte of the Wardenfells, the Reord of the Merigund and a multitude of other lesser influences and loan-words. Their skin-tone is varied, and particularly in rural areas to the south, can be quite dark due to the warm sun and outdoor lifestyle.

Hailing from the warm lands to the south of the Dragain's Tail, the Southrons too, are a wide and varied people. Great travellers, Southrons can be found far afield, along the northern coast of Sothbayne and even in settlements throughout the Lemarian archipelago. Perhaps the most striking feature of the Southlands are the Brilliant Towers of Drell, an academy of sorts where people from all over the known world congregate to share and learn the secrets of magic. They too speak the Common tongue, but with more influences from the language of the Bruin and the many languages of the Roanfaille of the far south. Of all the varieties of Midlanders, Southrons tend to have darker skin and hair than others.

After the collapse of the Bovus Empire, many Midlanders travelled west over the ocean, finding the Westrand, and the continent known as Arlend. They settled in those places, and over the centuries have developed their own unique cultures and physical variations. Most Westerlings hail from one of the so-called Three Kingdoms of Arlend, Gyre, Murai and Taeran, though colonies are present all through the Westrand island chain to the south. They speak the Common tongue, but with a thick, somewhat archaic accent. Westerlings tend to be pale of skin and light haired.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 45 years old.
- Ageing: From 45 to 65 years old.
- Elderly: From 65 to 70+ years old.

Height Range: 5' 4" - 6' 2"
Weight Range: 120 lbs - 220 lbs
Base Speed: 25 yards per Combat Round

Midlander Statistics

Strength: D10+20 (70*)
Toughness: D10+20 (70*)
Dexterity: D10+20 (70*)
Agility: D10+20 (70*)
Health: D5+9
Base Initiative: 4
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+25
Perception: D10+20
Intelligence: D10+20

Traits
Highlander:

Resilient: Mandatory
Highlanders are naturally quite hardy folk. The character gains +5 to Resist Disease and Poison Checks.

Swift Healing: Mandatory
Highlanders tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Gruff: Optional
The northern realms of Norbayne do not always breed the most eloquent or charming individuals, but they generally do know how to fight. The character takes a -5 penalty to Charisma, but gains two free ranks of proficiency in the Intimidation Skill. 

Cold of the North: -1 Advance Pt
The northern realms of Norbayne are constantly beset by chill winds, and snowfalls are a regular occurrence. This Highlander character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Northern Stonework: -1 Advance Pt
Highlander stonework is renowned for its quality. The character gains a rank of proficiency in Craft (Stonework) and any stonework created by the character is treated as one Tier higher quality than it normally would be. This character also gains +10 to Evaluation Checks when inspecting stonework or other crafted stone.

Hard Life: -2 Advance Pts
Highlanders are renowned for their toughness. The character gains +1 Health.

War Druid: -1 Advance Pt (Druid Only)
Highlander druids have a long history of going to war and utilising their talents on the battlefield. The character may use weapons from the Martial Weapon List and begins play with a free Martial Weapon Proficiency.

Northern War-Rager: -3 Advance Pts (Berserker Only)
There are countless stories of the fabled bear-skinned warriors of the north, and many of them are true. The character gains the Frenzy Trait and +5 Strength and Toughness.

Lowlander:

Resilient: Mandatory
Lowlanders are naturally quite hardy folk. The character gains +5 to Resist Disease and Poison Checks.

Swift Healing: Mandatory
Lowlanders tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Quick Learner: -3 Advance Pts
Lowlanders can often pick up new ideas and concepts quickly. The character gains an additional Advance Point at every level up.

Grenadier: -2 Advance Pts (Warrior or Rogue Only)
The Lowlands of Norbayne are home to many warring kingdoms, the rulers of which pay a great deal for new, deadly technologies, and the soldiers of which are able to craft and use these items with fantastic efficiency. The character gains a rank of proficiency in Craft (Explosives) and gains the Grenade Weapon Proficiency.

Knightly Orders: -3 Advance Pts (Warrior, Duellist or Guardian Only)
On the plains and in the valleys of the Lowlands, heavy cavalry is the king of the battlefield. Orders of warrior kindreds are common throughout the Lowlands. Some, like the Templars of the Everlasting Light, are secular orders, the militant arm of a denomination of the Church. Others are simply the honour guard of the local lords, while others are simply a successful band of mercenaries with a code of honour and the gold required to fight as heavy horsemen. The character gains a single rank of proficiency in one of Common Knowledge (Nobility) or (Religion) and another rank in Common Knowledge (War), a rank of proficiency in the Ride Skill and any Close Combat Attacks made by the character cause +1 Damage when mounted. The character also begins play with a destrier horse, free of charge. The destrier is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the destrier granted by Knightly Orders may be considered as such instead.

Southron:

Swift Healing: Mandatory
Southrons tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Heat of the South: Optional
Southrons are well used to the heat of their southern home. On a successful Toughness Check, the character may ignore the effects of Heatstroke.

City Life: - 1 Advance Pt
The cities of the South boast some of the densest populations in the world. Those who live there must learn to deal with crowds. The character treats crowds as open terrain rather than difficult and gains a rank of proficiency in Common Knowledge (Cities).

D'Artallion Bard: -2 Advance Pts (Bard Only)
The D'Artallion Bards are a semi-legendary organisation of minstrels and spies. The character gains a rank of proficiency in the Craft (Poison), Lockpicking and Pickpocket Skills and gains +10 to Charm and Disguise Skill Checks when dealing with nobility or a court situation.

The Brilliant Towers: -3 Advance Pts (Mage, Lorekeeper or Mesmer Only)
Many Southron Mages receive training at the Brilliant Towers of Drell, the pre-eminent arcane academy in the world. Some have dwelt in the towers since early childhood, or even infancy. The character receives +3 Soulfire, access to a single Arcane Magic Sphere of their choice, normally available to their Class and a free Spell from the Arcane Magic (Petty) Sphere. In addition to this, all Spells the character learns from their free Arcane Magic Sphere granted by this Trait have their Casting Value decreased by 1.

Westerling:

Resilient: Mandatory
Westerlings are naturally quite hardy folk. The character gains +5 to Resist Disease and Poison Checks.

Swift Healing: Mandatory
Westerlings tend to recover from injuries at a quicker rate than most. The character always adds +1 to Health gained on a successful Healing Check.

Woodland Upbringing: -1 Advance Pt
Westerlings are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

Life on the Rivers and Waves: -1 Advance Pt
Westerlings learn to fish and navigate on the water from an early age. As such, Westerlings are both proficient rowers and swimmers. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills and receives +5 to Survival Checks when on the water.

Taerani Hunters: -2 Advance Pts (Ranger, Rogue or Warrior Only)
The Taerani woods are constantly patrolled by highly skilled archers and huntsmen. Legend says they can speak to birds and beasts alike. The character gains the Beast Tongue and Eagle's Cry Talents.

Quote from: NorthmannNorthmann
If the inhabitants of Norbayne to the south are like wolves, those of the continent over the northern ocean, the lands of Unterguardt, can be likened to bears. Taller and broader on average than their erstwhile kin, the Northmenn are as harsh as the lands they call home. The north breeds strong people, and those who are in some way weak, usually die. They are a people not common outside of the lands of Unterguardt, generally preferring the colder climates of the north.

The Northmenn of Unterguardt are regarded as strong fighters, renowned for their uncompromising attitude and their exceptional size. They are tall, almost always making over six feet in height and are broad too at full-growth. Their lands often see little of the sun and so their skin is pale and their hair usually fair in colour and regularly shaggy and unkempt, often developing into a mane of sorts. The males often sport significant body and facial hair, and both sexes display long and thick eye-brows, slightly pointed ears and rather prominent eye-teeth. Most speak a dialect of the Indalt language, and there is little enough variation between dialects that a Hillmann from the far north-east could communicate with an Urskinn from the port-city of Kabysholm on the south-west coast with only a little difficulty.

The many and varied lands to the south of the Blackspine Mountains of Unterguardt are dotted with settlements, established by the Urskinn. Kingdoms regularly rise and fall, as petty kings and thegns emerge and their lands are then picked apart by their rivals. The Northmenn are warlike by nature, their homeland harsh and filled with potential enemies. Infighting amongst Urskinn kingdoms is common, as is conflict with the Hillmenn tribes of the wilds and the many Dwergar kingdoms of the mountains. It is not entirely uncommon to see Urskinn travelling the world, but it is true that they have a preference for colder climes. The Urskinn do not differ significantly in appearance from the Hillmenn, although there is a tendency to not be quite as rough and ready in appearance.

On the edges of settled civilisation in the north, one can find the various tribes of the Hillmenn. Of the same stock as the Urskinn, the Hillmenn are a wild people. Their culture is savage by comparison, and in fact, some parallels can be drawn between their practices and those of the Danann of the Wardenfells. Often found in the hills around the Blackspine Mountains, Hillmenn are not a particularly common sight away from home in the lands to the south.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 16 years old.
- Prime: From 16 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 70+ years old.

Height Range: 6' 2" - 7' 0"
Weight Range: 180 lbs - 280 lbs
Base Speed: 25 yards per Combat Round

Northmann Statistics

Strength: D10+30 (75*)
Toughness: D10+25 (75*)
Dexterity: D10+20 (70*)
Agility: D10+15 (70*)
Health: D5+11
Base Initiative: 4
Soulfire: D5+1
Willpower: D10+25
Charisma: D10+20
Perception: D10+15
Intelligence: D10+20

Traits
Hillmenn:

Hard to Kill: Mandatory
Hillmenn are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
The wild places of Unterguardt are cold and unforgiving, as are the people who live there. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Woodland Upbringing: -1 Advance Pt
Hillmenn are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

War-Torn Land: -1 Advance Pt
The hills and valleys of Unterguardt are hotly contested by the various clans, tribes and petty kingdoms which lay claim to the region. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Frenzy: -2 Advance Pts
It is not unusual amongst the hill-clans of the north for some individuals to display signs of what is known as the Bad Blood. This Hillmann is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hardy: - 3 Advance Pts
The Hillmenn of Unterguardt are renowned for their toughness. The character gains +2 Health.

Khalirosian:

Hard to Kill: Mandatory
Khalirosians are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
Even the civilised lands of Khaliros are beset by chill winds and heavy snowfall. Those who live there must be inured to the cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Hard Life: -2 Advance Pts
The Khalirosians are renowned for their toughness. The character gains +1 Health.

Frenzy: -2 Advance Pts
Even amongst the Khalirosians, evidence of the Bad Blood can sometimes be seen. This Khalirosian is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Power From Pain: -2 Advance Pts (Warlock Only)


Marshmenn:

Hard to Kill: Mandatory
Marshmenn are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
The wild places of Khaliros are cold and unforgiving, as are the people who live there. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Marshland Upbringing: -1 Advance Pt
Marshmenn are brought up to be self-sufficient and know their swampy homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in marshy areas.

War-Torn Land: -1 Advance Pt
The marshes of southern Khaliros are hotly contested by the Marsh clans, the dwarven holds of the Jaglaw mountains and the overall sovereignty of Khaliros itself, the God King of which lays claim to the region. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Hard Life: -2 Advance Pts
The Marshmenn are renowned for their toughness. The character gains +1 Health.

Urskinn:

Hard to Kill: Mandatory
Urskinn are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Cold of the North: -1 Advance Pt
Even the civilised lands of Unterguardt are beset by chill winds and heavy snowfall. Those who live there must be inured to the cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Unterguardt Woodwork: -1 Advance Pt
Urskinn woodwork is renowned for its quality. The character gains a rank of proficiency in Craft (Woodwork) and any woodwork created by the character is treated as one Tier higher quality than it normally would be. This character also gains +10 to Evaluation Checks when inspecting woodwork or other crafted wood.

Urskinn Brewing: -1 Advance Pt
Urskinn brews are potent indeed. The character gains a rank of proficiency in Craft (Alcohol) and any alcohol created by the character is treated as one Tier higher quality than it normally would be. The character starts play with the recipes for Unterguardt Vodka and one other type of alcohol.

Hard Life: -2 Advance Pts
The Urskinn are renowned for their toughness. The character gains +1 Health.

Frenzy: -2 Advance Pts
Even amongst the Urskinn, evidence of the Bad Blood can sometimes be seen. This Urskinn is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Quote from: Fyrst-DynionFyrst-Dynion
Descendants of the Fyrst-Dynion, or First People, the Selkye of the Eastern Icebays, the Woodsmen of the Gwyrai and the Einreikr of Arlend, are the only living remnants of a wide-ranging coalition of peoples. Small in stature, but often possessed of a subtle magic, they are not to be taken lightly.

The Selkye, the people of the Icebays are excellent hunters, a way of life encouraged by their icy home. Their skills are often put to the test by the monstrous denizens of the cold plains such as the great ice bear and massive mammoths. The majority of Selkye settlements are fishing villages, supported by the catch of the brave ocean-hunters who go out on the dark seas in their tiny vessels so as to bring in hauls of fish.  Shorter and stockier than Midlanders, the Selkye are known for their artistic prowess, the quality of their leatherwork and their complicated language.  They wear their dark hair long and braided and the men often sport outrageous moustaches. While the Selkye are most often found in the north-east of Norbayne, plying their trades in the lands along the coast, they can be found as far abroad as Southreach, on the southern coast of Unterguardt, and all through the northern islands of Norbayne.

To the south, the Woodsmen of the Gwyrai Woods are quite similar to the Selkye of the Icebays due to their shared descent. Generally paler of complexion and perhaps not quite as heavily built, the Woodsmen are a generally slight people, with dark hair and often dark eyes. Since the time of the legendary Seann O'the Woods, a quasi-mythical figure in Woodsmen folklore, they have dwelt within sight of the eaves of the Gwyrai Woods, that extensive deep forest which lies in the shadow of the mighty Wardenfells. Such close proximity to those fabled mountains means a relationship with those who dwell there. In the case of the Leathe, this relationship is a positive one, and the forest villages are often joint, with the Woodsmen dwelling on the ground and the Leathe in the trees overhead. In the case of the Danann however, this relationship is somewhat sour, the Fell Clans given to falling upon Woodsmen villages in the dead of night to drag away for their dark rituals. Many Woodsmen villages exist in a state of near-constant watchfulness, alert to the possibility of the next raid and ready to defend their homes and loved ones with whatever means necessary.

To the west, upon the continent of Arlend, the Einreikr dwell upon the vast grasslands of the Akira. They are reasonably similar in stature and appearance to the other peoples of Fyrst-Dynion stock, with perhaps generally darker skin and a tendency to brighter hair colours. The Einreikr culture is largely nomadic and based around the herds of greater sarveinen, large, horned, deer-like creatures the Einreikr use as beasts of burden, food and sometimes, even as steeds. The Akira is not a safe place to live, and roving herds of the tainted Farasi thunder across the grasslands, spreading fear and misery wherever they roam. The Einreikr ride against them regularly, and for that matter, occasionally against the neighbouring Westerling kingdom of Murai.

Age Brackets:
- Child: Less than 11 years old.
- Youth: From 11 to 16 years old.
- Prime: From 16 to 35 years old.
- Aging: From 35 to 50 years old.
- Elderly: From 50 to 60+ years old.

Height Range: 5' 1" - 5' 11"
Weight Range: 100 lbs - 200 lbs
Base Speed: 25 yards per Combat Round

Fyrst-Dynion Statistics

Strength: D10+15 (65*)
Toughness: D10+20 (65*)
Dexterity: D10+25 (80*)
Agility: D10+20 (70*)
Health: D5+8
Base Initiative: 4
Soulfire: D5+3
Willpower: D10+20
Charisma: D10+25
Perception: D10+20
Intelligence: D10+20

Traits:
Selkye

Cold of the North: -1 Advance Pt
The Icebays and islands off the coast are some of the most inhospitable places in the world. Those who live there must be inured to the cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage. 

Masterful Leatherwork: -1 Advance Pt
Selkye leatherwork is renowned for its quality. The character gains a rank of proficiency in Craft (Leatherwork) and any leatherwork created by the character is treated as one Tier higher quality than it normally would be. This character also gains +10 to Evaluation Checks when inspecting leatherwork or other crafted leather.

Light-Fingers: -1 Advance Pt
Selkye can be very adept at obtaining things others don't want them to have. The character gains a rank of proficiency in the Pickpocket and Sleight of Hand Skills.

Stafbrigdi: -1 Advance Pt
The Selkye often decorate their villages with symbols and crafted talismans to denote certain events of a social, historical or religious significance. These talismans, the stafbrigdi, are regularly imbued with a small amount of spirit magic. The character gains a rank of proficiency in the Craft (Talismans) Skill, and can carry two Imbued Talismans instead of one.

Life on the Waves: -1 Advance Pts
Selkye learn to fish and navigate on the water in their small boats from an early age. As such, Selkye are both proficient rowers and swimmers. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills and receives +5 to Survival Checks when on the water.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

Woodsman:

Woodland Upbringing: -1 Advance Pt
Woodsmen are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

Hunters' Weapons: -1 Advance Pt
From an early age, Woodsmen are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Winged Friend: -2 Advance Pts
Tales tell of how the people of the Gwyrai Woods are able to talk to the birds of their forest home. Some of the tales are even true. The character gains a rank of proficiency in the Animal Care Skill, the Eagle's Cry Talent and starts with a small bird, free of charge. The bird is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the Winged Friend may be considered as such instead.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

Einreikr

Inured to the Unseelie: Mandatory
The Einreikr live on the Akira, vast grasslands full of unusual entities of spirit-kind. Many of these spirits are exceptionally dangerous, and the Einreikr are well versed in protecting themselves against them. Any Spirit Magic (Unseelie) Spells which have an extended duration and affect the character have their duration reduced by 1 Combat Round.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

Nomadic Lifestyle: -3 Advance Pts
The Einreikr clans live on the move, and as such many are proficient riders. The character gains a rank of proficiency in the Riding and Survival Skills and starts with a riding sarveinen, free of charge.  This sarveinen is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the sarveinen may be considered as such instead.

Valefolk:

Woodland Upbringing: -1 Advance Pt
Woodsmen are brought up to be self-sufficient and know their woodland homes as well as anyone. The character gains a rank of proficiency in the Survival Skill and receives +5 to Concealment Checks in woodland areas.

Hunters' Weapons: -1 Advance Pt
From an early age, Woodsmen are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Winged Friend: -2 Advance Pts
Tales tell of how the people of the Gwyrai Woods are able to talk to the birds of their forest home. Some of the tales are even true. The character gains a rank of proficiency in the Animal Care Skill, the Eagle's Cry Talent and starts with a small bird, free of charge. The bird is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the Winged Friend may be considered as such instead.

Spirit Friends: -2 Advance Pts
The descendants of the Fyrst-Dynion have always had an affinity with the Sidhe. The character gains the Spirit Magic (Residual) Sphere and the Wraithsight Skill.

Quote from: RoanfailleRoanfaille
Somewhat similar in appearance to the Midlanders of Norbayne, the Roanfaille were originally native to the southern-most lands of Sothbayne, beyond the vast, inhospitable expanse of the Nizina Kosci, the Plain of Bones, beyond even the Wispaniyali, that massive mountain range which now forms the southern border of the known world. Driven north by some great threat, the Roanfaille eventually settled north of the Plains, on the coasts and on the wide grasslands and steppes. Those closest to the coast developed permanent cities of wood and stone, and while the Roanfaille themselves are nowhere near as abundant as the Midlanders of Norbayne, some of their cities and towns can rival those over the ocean to the north.

They generally possess dark skin, ranging from light brown in hue to nearly black, often with a reddish tone, or sometimes even an almost metallic copper colour. Their hair is usually dark, though it is not uncommon, particularly in coastal communities, for hair to be dyed in all manner of brilliant and exotic colours, and is often worn long by both sexes, with trimmed beards in abundance amongst the men.  Roanfaille culture places great significance in tattoos, with each family or clan having its own symbol which is worn by every member of such. These designs are often intricate and colourful. Tattoos are not the only thing in abundance amongst Roanfaille communities, as each clan tends to have its own language, or at the very least, unique dialect. The Jezyk and Wyraz languages serve as some kind of common tongue between the clans, and most, if not all, Roanfaile know how to speak at least one of them, in addition to their clan language.

The nomadic clans roam the steppes and grasslands. Generally darker of skin than their coastal cousins, the culture of the nomads is dominated by the herds of horses they drive and follow across the wide expanses of their home. Each nomad must be an accomplished rider, and many clans teach their children how to ride before they can even walk. Their lives are hard, competing as they must against other clans of Roanfaille, the often dangerous wildlife of their homeland and roving bands of Ilaena.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 60 years old.
- Ageing: From 60 to 85 years old.
- Elderly: From 85 to 100+ years old.

Height Range: 5' 7" - 6' 5"
Weight Range: 140 lbs - 240 lbs
Base Speed: 30 yards per Combat Round

Roanfaille Statistics

Strength: D10+20 (70*)
Toughness: D10+20 (70*)
Dexterity: D10+25 (70*)
Agility: D10+25 (70*)
Health: D5+9
Base Initiative: 5
Soulfire: D5+2
Willpower: D10+15
Charisma: D10+15
Perception: D10+20
Intelligence: D10+20

Traits
Nomad Clan:

Tunnel Vision: Mandatory
Roanfaille often find themselves fixated upon a single object of their focus. While this focus can be beneficial, it can also cause them to miss things they really should. The character is considered to have Expertise in the Search and Evaluation Skills, however suffers a -10 penalty to passive Perception Checks.

Heat of the South: Optional
Roanfaille are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Horsemen: -1 Advance Pts
Many Roanfaille clans live a nomadic life on the Sothbayne plains, following their herds. As such, most have a working knowledge of caring for and training animals. The character gains +10 to Animal Care Checks and +5 to Animal Training Checks if training a horse.

Hard Life: - 2 Advance Pts
Nomadic Roanfaille are renowned for their toughness. The character gains +1 Health.

Tainted Blood: -2 Advance Pts
The history of the Roanfaille is shrouded in mystery, but most stories suggest that it was not entirely wholesome. The character gains the Night-Eye ability, but loses -5 Charisma as their eyes gleam with a unnatural sheen. The character also gains a +10 to any Summoning Checks they make. This Roanfaille is also subject to Frenzy when wounded. They may make a Willpower Check with a -10 penalty in order to restrain this Frenzy. 

Nomadic Lifestyle: -3 Advance Pts
Nomad Roanfaille live on the move, and as such many are proficient riders. The character gains a rank of proficiency in the Riding and Survival Skills and starts with a palfrey horse, free of charge.  This palfrey is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the horse may be considered as such instead.

Bloodline of the Deliverer: -3 Advance Pts
Targowac Wyzwolicielem, the Deliverer, is a legendary figure in the history of the Roanfaille people. Having attempted to lead his disparate clans north, through the desolate Plain of Bones, Targowac was brought to the utmost end of his strength. It was then, with his people dying around him and his life slipping away, he made his deal with the Biesz. Filled with newfound strength, he led his people out of the Plain and into the northern lands of Sothbayne. Descendants of this legendary figure can still be found all through the clans of the Roanfaille. The character gains +5 to Strength, Toughness and Dexterity and +15 to Willpower. However, due to the malignant influence of the Biesz, the character's maximum Luck is reduced by -1.

Coastal Clan:

Tunnel Vision: Mandatory
Roanfaille often find themselves fixated upon a single object of their focus. While this focus can be beneficial, it can also cause them to miss things they really should. The character is considered to have Expertise in the Search and Evaluation Skills, however suffers a -10 penalty to passive Perception Checks.

Heat of the South: Optional
Roanfaille are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Warriors of the South: -1 Advance Pt
Legends of powerful warriors from the south are abundant across the world. Many of these tales are supposedly exaggeration and myth, but there is perhaps some truth to it, for there is no doubt that some of the finest swordsmen in the world have hailed from the lands of Sothbayne. The character gains a single Martial Weapon Proficiency and a rank in the Close Combat Skill. 

Fell Academy Training: -2 Advance Pts (Lorekeeper, Necromancer or Warlock Only)
Attitudes in the south are a little more liberal towards the arts of Black Magic than they are in other parts of the world and it is not unknown for small, but legitimate, schools to spring up amidst shady alleys in the towns and cities. The character gains a rank of proficiency in Academic Knowledge (Black Magic) and (Otherworld) and may choose to gain +1 Daemonic Power from every successful Summoning. However, one must be a little mad to engage in this kind of training and so the character starts play with 1 Insanity Point.

Tainted Blood: -2 Advance Pts
The history of the Roanfaille is shrouded in mystery, but most stories suggest that it was not entirely wholesome. The character gains the Night-Eye ability, but loses -5 Charisma as their eyes gleam with a unnatural sheen. The character also gains a +10 to any Summoning Checks they make. This Roanfaille is also subject to Frenzy when wounded. They may make a Willpower Check with a -10 penalty in order to restrain this Frenzy. 

Bloodline of the Deliverer: -3 Advance Pts
Targowac Wyzwolicielem, the Deliverer, is a legendary figure in the history of the Roanfaille people. Having attempted to lead his disparate clans north, through the desolate Plain of Bones, Targowac was brought to the utmost end of his strength. It was then, with his people dying around him and his life slipping away, he made his deal with the Biesz. Filled with newfound strength, he led his people out of the Plain and into the northern lands of Sothbayne. Descendants of this legendary figure can still be found all through the clans of the Roanfaille. The character gains +5 to Strength, Toughness and Dexterity and +15 to Willpower. However, due to the malignant influence of the Biesz, the character's maximum Luck is reduced by -1.

Wardens: -3 Advance Pts (Alchemist Only)
The Roanfaille Wardens are an organisation of professional monster slayers. Known as the Wiedzmin in the Jezyck tongue, the Wardens undergo invasive, barely understood surgical and arcane procedures to enable them to survive both the toxic substances they imbibe and the deadly creatures they hunt. The character gains +5 to Strength, Toughness, Dexterity and Agility, the ability to use weapons from the Martial Weapon List and wear Medium Armour and also receives +5 to Resist Disease and Poison Checks, but takes -20 to Charisma. The character also gains a rank of proficiency in the Common Knowledge (Wilderness) and Close Combat Skills and gains access to the Warden Combat Manoeuvre List.

Quote from: DanannDanann
Hailing from the Wardenfells, the majestic mountain range stretching down the eastern coast of Norbayne, the Danann are a people of which not much is known for certain. That they are usually tall, lithe and predatory cannot be refuted, as is the reputation they have amongst the various peoples who dwell in the shadow of the great mountains. The Fell Clans are the worst of these, living in amidst the dark mountain woods, hunting in their territory around their primitive forest villages. Any unlucky enough to fall into their hands are sacrificed to their gods, their blood shed to sate the hunger of Those Who Slumber Beneath.

Many individuals however, are exiled from the mountains, forced to make their way into the Gwyrai Woods beyond the foothills, and from there, perhaps, even further abroad. These exiles are often branded as such, and are usually not permitted back amidst the mountains under pain of death. It is these exiles which are usually seen and interacted with by the other peoples of the world, and it is through these exiles that most have any knowledge of what occurs in Fell Clan society.

The Danann wear their dark hair long, often twining talismans and feathers into the braids to give luck and protection when they hunt. Tall and slender, the Danann are deceptively strong and have keen intelligence and almost preternatural senses. They view the other peoples as their prey, and warfare is a great hunt, one to test the skills of the mightiest of huntsmen. What little is known of their society is mainly through the outcasts who are propelled to seek a life of adventure in other lands. The eastern realms tell of summer nights when the Danann tear through outlying hamlets, seizing terrified villagers to take back to their tall cities  to be brutally sacrificed. These are just tales of course...

Age Brackets:
- Child: Less than 14 years old.
- Youth: From 14 to 22 years old.
- Prime: From 22 to 120 years old.
- Ageing: From 120 to 200 years old.
- Elderly: From 200 to 250+ years old

Height Range: 5' 6" - 6' 4"
Weight Range: 100 lbs - 150 lbs
Base Speed: 35 yards per Combat Round

Danann Statistics

Strength: D10+20 (60*)
Toughness: D10+15 (60*)
Dexterity: D10+30 (80*)
Agility: D10+30 (90*)
Health: D5+8
Base Initiative: 5
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+10
Perception: D10+35
Intelligence: D10+20

Traits
Exile Clans:

Danann Senses: Mandatory
Danann senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fearsome Reputation: Mandatory
Danann are renowned for their strictly carnivorous diet. The character gains a rank of proficiency in Intimidation but also suffers a -20 to Charisma when dealing with Lowlanders, Woodsmen or Leathe characters in a social situation.

Exiled: Mandatory
Exiled Danann are not welcome in the Wardenfells under pain of death. The character suffers -30 to Charisma when dealing with Fell Clan Danann characters in a social situation. 

Predatory: Mandatory
Danann make excellent hunters. The character gains +10 To Hit fleeing targets and doubles their Agility bonus when chasing a fleeing target.

Hunters Weapons: -1 Advance Pt
From an early age, Danann are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Exile Branding: -2 Advance Pt
Exiled Danann are branded as such when they are forced out of the Wardenfells. Some clans inflict this branding upon their offspring too. The brands are quite often ragged affairs which look painful enough to discomfort anyone who sees them, and many are charged with magic too. The character gains a rank of proficiency in Intimidation against anyone who can see the brand. The character also gains +5 Willpower.

Away From The Formoraigh: -3 Advance Pts (Druid or Shaman Only)
The presence of the Formoraigh sleeping under the Wardenfells leaves all Danann somewhat hesitant to meddle with the affairs of spirits and daemons, lest the attention of the primordial beings be attracted. Away from the oppressive heights, attitudes are a little more relaxed and the Danann, naturally attuned to the denizens of both the Fey-Lands and the Otherworld, have been able to experiment with blending the disciplines required. The character gains the Summoning Skill, and may use any Daemonic Power garnered from a successful Summoning to power a Spirit Magic Spell. Note that this may have unforeseen negative effects.

Fell Clans:

Danann Senses: Mandatory
Danann senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fearsome Reputation: Mandatory
Danann are renowned for their strictly carnivorous diet. The character gains a rank of proficiency in Intimidation but also suffers a -20 to Charisma when dealing with Lowlanders, Woodsmen or Leathe characters in a social situation.

Predatory: Mandatory
Danann make excellent hunters. The character gains +10 To Hit fleeing targets and doubles their Agility bonus when chasing a fleeing target.

Hunters Weapons: -1 Advance Pt
From an early age, Danann are taught to use the weapons of hunters. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Ambush Predator: -1 Advance Pt
Danann like to stalk their prey, lying in wait until the opportune moment. The character gains a rank of proficiency in the Concealment and Move Silently Skills.

Blood Hunt: -1 Advance Pts
The smell of blood is intoxicating to the Danann, especially those of the Fell Clans. The character gains the Scenting Blood Talent from the Berserker's list.

Huntmaster: -1 Advance Pts
Many Danann clans keep packs of hounds, usually crainn to help them hunt. As such, most have a working knowledge of caring for and training animals. The character gains a rank of proficiency in the Animal Care Skill and applies +5 to Animal Training Checks if training a hound.

The Harrowing: -2 Advance Pts
Fell Clan Danann are thrown out of their homes at an early age in order to learn how to survive in the future. The character gains a rank of proficiency in the Common Knowledge (Wilderness), Climb and Survival Skills. The character also gains +20 to Survival Checks in woodland areas.


Quote from: WrothdarWrothdar
Tall, heavy-set and powerfully built, the Wrothdar are a people of strong and unyielding traditions. Originating in the high mountains of the Deighlas, in past aeons of the world, they spread to various other continents. It is thought that once, their culture was widespread across the known world, but now it has been relegated to a few remote pockets of civilisation, though many would contend that calling it such is overstating matters. This is a simplistic view to take however.

Dwelling in the caves of the high mountains, Wrothdar tribes can be found on all of the main continents of the known world, and rumours persist that colonies can even be found on the Dark Side of the Dividing Range of Varr, though these reports are unsubstantiated. Their numbers, particularly in their ancestral homeland of the northern Deighlas Mountains of Norbayne, never recovered after the fell spirit Maudh bound tainted sidhe to a great number of their folk, forming the Swallowed, a powerful army of twisted and ruined slaves to his will. Those who remain treat the spirits and those who treat with them with great caution and suspicion.

In the south however, the attitudes are vastly different, and are perhaps far closer to those of their original traditions.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 16 years old.
- Prime: From 16 to 35 years old.
- Ageing: From 35 to 55 years old.
- Elderly: From 55 to 65+ years old.

Height Range: 5' 11" - 6' 9"
Weight Range: 160 lbs - 260 lbs
Base Speed: 25 yards per Combat Round

Wrothdar Statistics

Strength: D10+25 (75*)
Toughness: D10+35 (75*)
Dexterity: D10+20 (70*)
Agility: D10+15 (70*)
Health: D5+11
Base Initiative: 4
Soulfire: D5+1
Willpower: D10+20
Charisma: D10+15
Perception: D10+20
Intelligence: D10+15

Traits
Northern Tribes:

Hard to Kill: Mandatory
Wrothdar are very difficult to kill. The character's Death Threshold is -12 rather than -10.

Slow and Steady: Optional
Wrothdar may not be the quickest people in the world, but they make light of heavy burdens. This Wrothdar's base speed is never modified by anything less than Extreme Encumbrance.

Spirit Malaise: Optional
Wrothdar, historically have had to contend with the worst the Sidhe have brought to the Material Plane. As such, to this day, many of their people carry an instinctual fear and even hatred. The character gains the Fear (Sidhe) and Hatred (Sidhe) Traits.

Cold of the North: -1 Advance Pt
The high mountains of the North are cold and unforgiving, as are the people who live there. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Thick-Skinned: -1 Advance Pt
The Wrothdar are known for their exceptionally thick hides. The character does not need to make a Shock Check upon taking Massive Damage, is immune to the Pain status effect and is considered to have Advantage when rolling to resist Intimidation (Torture) Checks.

Frenzy: -2 Advance Pts
Frenzied blood-ragers are common amongst the warlike and aggressive northern tribes of the Wrothdar, especially since the time of Maudh. This Wrothdar is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hardy: - 3 Advance Pts
The Wrothdar of the north are renowned for their toughness. The character gains +2 Health.

Southern Tribes:

Hard to Kill: Mandatory
Wrothdar are very difficult to kill. The character's Death Threshold is -12 rather than -10.

The Old Ways: Mandatory
Maintaining the old traditions has kept the Wrothdar of the south strong. The character may re-roll failed Checks to resist the Bleed status effect.

Slow and Steady: Optional
Wrothdar may not be the quickest people in the world, but they make light of heavy burdens. This Wrothdar's base speed is never modified by anything less than Extreme Encumbrance.

Thick-Skinned: -1 Advance Pt
The Wrothdar are known for their exceptionally thick hides. The character does not need to make a Shock Check upon taking Massive Damage, is immune to the Pain status effect and is considered to have Advantage when rolling to resist Intimidation (Torture) Checks.

Hard Life: -2 Advance Pts
The Wrothdar of the south are renowned for their toughness. The character gains +1 Health.

Paint Witch: -3 Advance Pts (Witch only)
Respected figures in Wrothdar society, paint witches serve an important purpose amongst the tribes, acting as an intermediary to the spirits and a collection of the tribes most important stories, teachings and myths. The character gains a rank in the Perform (Oratory) and Craft (Paint Magic) Skills.

Varrish Tribes:

Hard to Kill: Mandatory
Wrothdar are very difficult to kill. The character's Death Threshold is -12 rather than -10.

The Old Ways: Mandatory
Maintaining the old traditions has kept the Wrothdar of the Varrish Dividing Range strong. The character may re-roll failed Checks to resist the Bleed status effect.

Cold of the Mountains: Optional
Life in the high mountains is often hard, and one of long nights and bitter cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Slow and Steady: Optional
Wrothdar may not be the quickest people in the world, but they make light of heavy burdens. This Wrothdar's base speed is never modified by anything less than Extreme Encumbrance.

Thick-Skinned: -1 Advance Pt
The Wrothdar are known for their exceptionally thick hides. The character does not need to make a Shock Check upon taking Massive Damage, is immune to the Pain status effect and is considered to have Advantage when rolling to resist Intimidation (Torture) Checks.

Warrior Folk: -1 Advance Pt
Life in the ranges is hard, the people fractious and warlike, the fauna fierce and the mountains beset by all manner of foul abominations. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Hard Life: -2 Advance Pts
The Wrothdar of the Dividing Range are renowned for their toughness. The character gains +1 Health.

Song of Creation: -2 Advance Pts (Bard only)


Quote from: FeartarbhFeartarbh
The Feartarbh are the remnants of the great Bovus Empire which once stretched across the breadth of Norbayne. When the Empire fell, the Bovus split into two groups: The huge, fearsome Krowavir and the smaller, more intelligent Feartarbh. Both species are tall and powerful compared to the other intelligent peoples of Norbayne, the Feartarbh commonly reaching a height of seven feet. Both the Feartarbh and the Krowavir are well known for their massive horns, in some specimens numbering up to four and reaching almost three feet in length in the largest of the Krowavir. Unlike their wild brethren, the Feartarbh are slowly assimilating into the cultures which have risen since the fall of their Empire.

Age Brackets:
- Child: Less than 13 years old.
- Youth: From 13 to 25 years old.
- Prime: From 25 to 80 years old.
- Ageing: From 80 to 120 years old.
- Elderly: From 120 to 150+ years old.

Height Range: 6' 6" - 8' 2"
Weight Range: 450 lbs - 900 lbs
Base Speed: 25 yards per Combat Round

Feartarbh Statistics

Strength: D10+45 (100*)
Toughness: D10+35 (80*)
Dexterity: D10+10 (40*)
Agility: D10+05 (40*)
Health: D5+13
Base Initiative: 3
Soulfire: D5
Willpower: D10+20
Charisma: D10+20
Perception: D10+15
Intelligence: D10+20

Traits
Feartarbh Enclaves:

Historical Strife: Mandatory
The Feartarbh are the scattered descendants of the great Bovus Empire which once stretched across the breadth of Norbayne. Like many empires, the Bovus practiced slavery, and many of their former subjects have not forgotten the deprivation of rights their ancestors were subjected to. The character suffers a -20 penalty to Charisma when dealing with Woodsmen or Geardarr characters in a social situation, and a -10 penalty to Charisma when dealing with Midlanders of any variety.

Big Fingers: - Mandatory
The Feartarbh are perhaps not the finest at delicate tasks. As such, the intricacies of ranged weaponry is somewhat beyond them, as is the manipulation of fine magics. Feartarbh suffer a -20 penalty to non-Thrown Ranged Combat Attacks. The character also suffers a -2 penalty to cast any spells with a Gesture component.

Very Hard to Kill: Mandatory
Feartarbh are very difficult to kill. The character's Death Threshold is -15 rather than -10.

Horned: Optional
Feartarbh possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat and is considered to have +1 AV to the Head Hit Location.

Feartarbh Physiology: Optional
Feartarbh tend to be massively built, which is both a physical advantage, and a truly intimidating sight for those who would stand against them. The character is considered to be of the Large Size Category. The character also gains a rank of proficiency in the Intimidation Skill.

Insulating Pelt: Optional
Feartarbh bear a pelt of fur which protects them from excesses of the weather. Feartarbh characters may re-roll their Strength Reduction Check in the cold.

Life in the Enclaves: -1 Advance Pt
The old ways are kept alive in the Enclaves, and so the Feartarbh which live within are well versed in their own ancient history. The character gains two ranks of proficiency in the Common Knowledge (Bovus Empire) Skill and counts Lingua as a known Language.

Frenzy: -4 Advance Pts
This Feartarbh is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hardened by the Wilds: - 5 Advance Pts
Feartarbh are renowned for their toughness. The character gains +4 Health and +5 to Resist Disease and Poison Checks.

City Feartarbh:

Historical Strife: Mandatory
The Feartarbh are the scattered descendants of the great Bovus Empire which once stretched across the breadth of Norbayne. Like many empires, the Bovus practiced slavery, and many of their former subjects have not forgotten the deprivation of rights their ancestors were subjected to. The character suffers a -20 penalty to Charisma when dealing with Woodsmen or Geardarr characters in a social situation, and a -10 penalty to Charisma when dealing with Midlanders of any variety.

Very Hard to Kill: Mandatory
Feartarbh are very difficult to kill. The character's Death Threshold is -15 rather than -10.

Big Fingers: - Mandatory
The Feartarbh are perhaps not the finest at delicate tasks. As such, the intricacies of ranged weaponry is somewhat beyond them, as is the manipulation of fine magics. Feartarbh suffer a -20 penalty to non-Thrown Ranged Combat Attacks. The character also suffers a -2 penalty to cast any spells with a Gesture component.

Feartarbh Physiology: Optional
Feartarbh tend to be massively built, which is both a physical advantage, and a truly intimidating sight for those who would stand against them. The character is considered to be of the Large Size Category. The character also gains a rank of proficiency in the Intimidation Skill.

Horned: Optional
Feartarbh possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat and is considered to have +1 AV to the Head Hit Location.

Insulating Pelt: Optional
Feartarbh bear a pelt of fur which protects them from excesses of the weather. Feartarbh characters may re-roll their Strength Reduction Check in the cold.

Adopted Society: -2 Advance Pts
This Feartarbh has grown up in one of the many societies which rose after the fall of the Bovus Empire. They know how best to behave as part of the new order of their world, and as such, are not treated with such hostility and distrust. The character gains +5 Charisma and the penalties inflicted by Historical Strife when dealing with Midlanders are negated.

Frenzy: -4 Advance Pts
This Feartarbh is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Very Hardy: - 4 Advance Pts
Feartarbh are renowned for their toughness. The character gains +3 Health.

Quote from: DunscarthDunscarth
The Dunscarth of the Depths are quite unfairly maligned. Their ash-grey skin and ancestor worship marks them out as being slightly different from the norm. The majority of Dunscarth dwellings are situated underground and as such, fire plays an important part in the Greyfolk's culture, giving off both essential light and warmth in the cold, dark reaches of the Depths. All throughout the Dunscarth's subterranean realm, the dark chasms are alive to the sounds of metalwork in the great forges and Dunscarth craft is renowned as being some of the finest in existence. The Dunscarth have excellent night vision as befits an underground people, however their heritage is grounds for racial discrimination, with the Greyfolk known as Troglodytes in some areas. Their ashen complexion makes it exceedingly difficult for a Dunscarth to hide their identity so many fall into a life of crime, earning the scorn unfairly placed upon them by their birth.

Age Brackets:
- Child: Less than 12 years old.
- Youth: From 12 to 18 years old.
- Prime: From 18 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 65+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 80 lbs - 180 lbs
Base Speed: 25 yards per Combat Round

Dunscarth Statistics

Strength: D10+20 (70*)
Toughness: D10+20 (70*)
Dexterity: D10+25 (80*)
Agility: D10+20 (70*)
Health: D5+9
Base Initiative: 4
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+20
Perception: D10+25
Intelligence: D10+30

Traits:
Dunscarth

Underground Living: Mandatory
Dunscarth are superbly adapted to an underground existence, but sudden bright lights can be very uncomfortable. Any Blind inflicted upon the character by light-based effects last an additional D10 Rounds. The character also gains the Night-Eye ability.

Troglodytes: Mandatory
Dunscarth are often discriminated against on the surface, for reasons which are not exactly readily apparent. The character suffers a -5 penalty to Charisma when dealing with Midlanders, Fyrst-Dynion and Dwarves of any variety.

Merigund Smiths: -1 Advance Pt
Dunscarth metalwork is renowned for its quality. The character gains a rank of proficiency in the Craft (Smithing) Skill. Metalwork created by the character is treated as one Tier higher quality than it is when Evaluated.

Obsessive: -1 Advance Pt
Dunscarth learn trades and crafts with ease and a thoroughness which leaves them with a level of mastery in their chosen field far greater than many could ever dream of. Pick a mundane Craft or Knowledge Skill you have ordinarily have access to and apply full proficiency to it. The character is also afflicted by the Obsession (Chosen Craft or Knowledge) Insanity.

Flametouched: -2 Advance Pts
Dunscarth deal with flames regularly. As such, the character is considered Resistant to Fire Damage.

Inventive Mind: -2 Advance Pts
The Dunscarth are usually at the cutting edge of technology and many of them are very creative. The character gains rank of proficiency in the Common Knowledge (Clockwork) and Craft (Clockwork) Skills.

Baeldry: -3 Advance Pts
Most Dunscarth possess an affinity for fire and many can conjure flames without the aid of flint or tinder. The character gains the Arcane Magic (Pyromancy) Sphere and the Burning Hands Spell from within that Sphere. They also gain access to the Arcane Secrets Talent, which will grant them a new Spell upon taking on a levelup. In addition to this, all Arcane Magic (Pyromancy) Spells the character learns have their Casting Value decreased by 1.


Quote from: DwarfDwarf
A short, stocky and muscular people from the high northern mountains of Unterguardt, the Dwergar are well-known for their wondrous craftsmanship and their incredibly stubborn personalities in almost equal measure. Male Dwergar almost universally cultivate thick beards, the longer and healthier, the greater source of pride it is for the owner. The shaving of a Dwergar's beard is one of the gravest of insults, one which has led to great internecine strife in the past. Called Dwarves by many of the peoples of Norbayne, the Dwergar are not overly fond of the other folk of the world, preferring by far to delve further into their mountainous homes. Their love for political intrigue is legendary, as is their lust for gold but above all, their indomitable pride is their greatest blessing and curse rolled into one.

Dwelling predominantly in the Boltmoors and surrounding communities towards the south of Norbayne, the Geardarr, or Hill Dwarves are the descendants of the rebellious slaves who rose up against the Bovus Empire under the revolutionary leader, Thorus Stormhammer. Themselves descended from the long-lost destroyed fastness of Nyjarnverk in the Deighlas Mountains of the north, these slaves united behind their legendary leader, whom they proclaimed as the Raddare, the messianic figure of dwarven lore. In the current era, there is very little to set the Geardarr apart from their more northern brethren, however ideologically the two populations cannot co-exist.

Age Brackets:
- Child: Less than 15 years old.
- Youth: From 15 to 25 years old.
- Prime: From 25 to 85 years old.
- Ageing: From 85 to 150 years old.
- Elderly: From 150 to 200+ years old.

Height Range: 4' 5" - 5' 3"
Weight Range: 140 lbs - 240 lbs
Base Speed: 20 yards per Combat Round

Dwarf Statistics

Strength: D10+25 (80*)
Toughness: D10+25 (80*)
Dexterity: D10+20 (80*)
Agility: D10+05 (50*)
Health: D5+11
Base Initiative: 2
Soulfire: D5+1
Willpower: D10+30
Charisma: D10+15
Perception: D10+15
Intelligence: D10+25

Traits:
Dwergar

Stout-Hearted: Mandatory
Dwergar are known to be stubborn and fearless. The character may re-roll failed Fear Checks.

Stable: Mandatory
Thanks to their low centre of gravity, Dwergar are difficult to overbear. Dwergar may re-roll failed attempts to resist being knocked Prone.

Slow and Steady: Optional
Dwergar may not be the quickest people in the world, but they make light of heavy burdens. This Dwergar's base speed is never modified by anything less than Extreme Encumbrance.

Cold of the North: 1 Advance Pt
The northern mountains of Unterguardt are as cold and unforgiving as any other region in that snow-bound land. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Frenzy: -2 Advance Pts
It is not uncommon for the Dwergar to show signs of the Bad Blood. This character is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Anti-Magic: - 2 Advance Pts
Casters have always known how difficult it can be for magical effects to stick to Dwergar. It seems their physiology and mentality combine to make magic simply slip off them. This Dwergar may re-roll any failed Checks to resist spell effects and any effects which do apply to the Dwergar, whether positive or negative, last one Round less than they would normally.

Runic Knowledge: -2 Advance Pts
The art of rune-crafting is one developed by the mountain Dwarves, and so many are taught from a young age how to harness their power. The character may take a single rank of proficiency in the Craft (Runes) Skill and learn how to inscribe Runes. The character also gains the Common Knowledge (Runes) Skill.

Hardy: - 4 Advance Pts
Dwergar are renowned for their toughness. The character gains +2 Health.

Mountain Berserkr: -4 Advance Pts (Berserker Only)
Dwergar Berserkrs are incredibly feared by the enemies of their people. Savage and ferocious, they are fearless in battle and hard to stop. Once unleashed, it can take an entire army to stop them. The character must also take the Frenzy Ancestral Trait and can only wear Light Armour. The Berserker starts every combat with 3 Rage accumulated. Once the Berserker hits 7 Rage, when wounded the Berserker must make a Toughness Check. Every degree of success adds +1 to the character's pool of Temporary Health. 

Geardarr

Stout-Hearted: Mandatory
The hill Dwarves are known to be stubborn and fearless. The character may re-roll failed Fear Checks.

Stable: Mandatory
Thanks to their low centre of gravity, Geardarr are difficult to overbear. The character may re-roll failed attempts to resist being knocked Prone.

Slow and Steady: Optional
Geardarr may not be the quickest people in the world, but they make light of heavy burdens. This character's base speed is never modified by anything less than Extreme Encumbrance.

Ancestral Grudge: Optional
The descendants of the slaves of the Bovus Empire, many Geardarr have never forgiven the Feartarbh for the indiscretions of their ancestors. The character gains the Hatred (Feartarbh & Krowavir) Trait.

Heretic: Optional
The Geardarr are raised to believe Thorus Stormhammer was the Raddare of dwarven legend and lore and their very existence is due to his deeds and eventual bloody sacrifice. As such, it is not uncommon for individuals to bear scripture proclaiming his divinity, some even going so far as to have it tattooed to their skin. To the Dwergar, this is an inconceivable heresy and they reject these claims, many of them with great fervour. The characters gains a free rank of proficiency in the Charm and Intimidation Skills. The character suffers a -15 penalty to Charisma when dealing with Dwergar characters in a social situation, however gains a +15 bonus to Charisma when dealing with Geardarr characters in a social situation.

Anti-Magic: - 2 Advance Pts
Casters have always known how difficult it can be for magical effects to stick to Geardarr. It seems their physiology and mentality combine to make magic simply slip off them. This Geardarr may re-roll any failed Checks to resist spell effects and any effects which do apply to the Geardarr, whether positive or negative, last one Round less than they would normally.

Hound Master: -3 Advance Pts
The hounds of the Geardarr are renowned for both their power and obedience. The character gains a rank of proficiency in Animal Care, +5 to Animal Training Checks if training a hound and starts with a moordog, free of charge.  This moordog is considered a pet, however if a character's Class allows access to an Animal Companion or a Familiar, the moordog may be considered as such instead.

Hardy: - 4 Advance Pts
Geardarr are renowned for their toughness. The character gains +2 Health.

Myrkrar

Stable: Mandatory
Thanks to their low centre of gravity, Myrkrar are difficult to overbear. The character may re-roll failed attempts to resist being knocked Prone.

Underground Living: Mandatory
Myrkrar are superbly adapted to an underground existence, but sudden bright lights can be very uncomfortable. Any Blind inflicted upon the character by light-based effects last an additional D10 Rounds. The character also gains the Night-Eye ability.

Old Hatreds: Optional
The Myrkrar have a long history of being subjugated by the Dunscarth of the Merigund. While the Dunscarth have officially abolished slavery centuries ago, the hatreds still remain. The character gains the Hatred (Dunscarth) Trait.

Slow and Steady: Optional
Myrkrar may not be the quickest people in the world, but they make light of heavy burdens. This Myrkrar's base speed is never modified by anything less than Extreme Encumbrance.

Disbelief: - 1 Advance Pt
Something about their lifestyle, culture or even perhaps their physiology causes illusory magics to have a significantly lesser hold on some Myrkrar. This Myrkrar applies +20 to resist any Illusion effects applied to them. This close-mindedness makes them surly and unpleasant however, and so the character applies -5 to their Charisma Statistic.

Anti-Magic: - 2 Advance Pts
Casters have always known how difficult it can be for magical effects to stick to Myrkrar. It seems their physiology and mentality combine to make magic simply slip off them. This Myrkrar may re-roll any failed Checks to resist spell effects and any effects which do apply to the Myrkrar, whether positive or negative, last one Round less than they would normally.

Hardy: - 4 Advance Pts
Myrkrar are renowned for their toughness. The character gains +2 Health.

Quote from: JeleniJeleni
The Jeleni are a slightly-built people, indigenous to the island chain to the west of Norbayne. They are covered in thin, bristly fur and stand upon cloven hooves. They bear horns on their heads, ranging from mere bony stubs to elaborate 'crowns'. Jeleni horns continue to grow all through the individual's life, and elders can have crowns so large they struggle to lift their heads. Their senses, particularly their hearing is keen, and their ears swivel to pinpoint sound. Their fingers are long and dexterous, and their hindquarters slim and powerful, making them very swift runners. They are naturally inquisitive and are great travellers and sailors, with colonies all along the western coast of Sothbayne and a thriving community in the Southland kingdom of Des-Carte in Norbayne.

Age Brackets:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: From 35 to 55 years old.
- Elderly: From 55 to 60+ years old.

Height Range: 5' 2" - 6' 0"
Weight Range: 70 lbs - 170 lbs
Base Speed: 40 yards per Combat Round

Jeleni Statistics

Stats:
Strength: D10+15 (55*)
Toughness: D10+15 (55*)
Dexterity: D10+25 (80*)
Agility: D10+30 (100*)
Health: D5+7
Base Initiative: 6
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+25
Perception: D10+35
Intelligence: D10+20

Traits:
Jeleni

Jeleni Senses: Mandatory
Jeleni senses are particularly keen, especially their hearing, thanks to the design of their ears, which swivel to pinpoint sound. The character gains the Keen Senses (Hearing) ability and also gains a +10 bonus to all Perception (Hearing) Checks.

Fleet-Footed: Mandatory
Jeleni are very adept at escaping trouble. When fleeing, the character counts their Agility modifier as double.

Horned: Optional
Some Jeleni possess massive horns which can be used in combat. The character may Bullrush instead of Charging in combat and is considered to have +1 AV to the Head Hit Location.

Heat of the South: Optional
Jeleni are well used to the heat of their southern home. On a successful Willpower Check the character may ignore the effects of Heatstroke.

Hunters Weapons: -1 Advance Pt
At home in their canoes and longboats, the Jeleni use spears and bows for both hunting and defence. The character gains the Common Weapon Proficiencies, Shortbow and Spear. In addition to this, the character causes +1 Damage when using a shortbow or a spear in combat.

Life on the Rivers and Waves: -2 Advance Pts
Jeleni learn to fish and navigate on the water from an early age. As such, Jeleni are both proficient rowers and swimmers. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills, and receives +5 to Survival Checks when on the water.

Skittish: -3 Advance Pts
Jeleni are exceptionally quick to react. The Jeleni may re-roll any failed Initiative Check (note this does not include Generating Initiative) and gains the Sixth Sense General Trait.

Quote from: LeatheLeathe
A small people, the diminutive Leathe of the southern bounds of the Wardenfells are known to be exceptional archers and intuitive hunters. Despite their small size, the Leathe fierce and canny fighters. If the great Northmenn of Unterguardt are as the great ice bear, the Leathe are to likened to the fox, cunning and swift. Marsupial and tree dwelling, the Leathe have a natural love of illusions, children often entertaining themselves from an early age with wisps of mist-like figures dancing about them. They have no great affection for the Danann, with whom they share their woodland home, but generally get on well with the other folk of the world, if just a little secretive about their homeland.

Age Brackets:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: From 35 to 45 years old.
- Elderly: From 45 to 50+ years old.

Height Range: 4' 5" - 5' 3"
Weight Range: 60 lbs - 160 lbs
Base Speed: 35 yards per Combat Round

Leathe Statistics

Strength: D10+10 (50*)
Toughness: D10+10 (50*)
Dexterity: D10+30 (100*)
Agility: D10+40 (120*)
Health: D5+7
Base Initiative: 6
Soulfire: D5+3
Willpower: D10+20
Charisma: D10+25
Perception: D10+30
Intelligence: D10+20

Traits:
Forest Leathe

Leathe Senses: Mandatory
Leathe senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fleet-Footed: Mandatory
Leathe are very adept at escaping trouble. When fleeing, the character counts their Agility modifier as double.

Leathe Physiology: Mandatory
All Leathe bear long, prehensile tails, which are often the pride and joy of the individual. The character is considered to have a third limb, which may be used in the same way as the character's hands. In combat, the tail may be used to wield any weapons with the Light quality. In addition to this, Leathe are marsupial and have a pouch. The character may use this pouch to store an item or items approximately up to the character's fist in size. Items carried in this way are considered to be concealed, and most non-Leathe are unaware of the pouch's presence. 

Tree-Dwellers: Optional
Forest Leathe are an arboreal people, dwelling in large tree-top villages. The character gains +10 to Climb Checks and take no penalties to their Speed when climbing.

Light-Fingers: -2 Advance Pts
Leathe can be very adept at obtaining things others don't want them to have. The character gains a rank of proficiency in the Sleight of Hand, Pickpocket and Lockpicking Skills.

Wraithlights: -3 Advance Pts
Most Leathe are capable of harnessing a natural ability with Soulfire into a tangible form. The character gains the Arcane Magic (Illusion) Sphere and the Dancing Lights Spell from within that Sphere. They also gain access to the Arcane Secrets Talent, which will grant them a new Spell upon taking on a levelup. The character also gains the Common Knowledge (Illusions) Skill.

Mountain Leathe

Leathe Senses: Mandatory
Leathe senses are particularly keen, able to see at night and hear faint sounds that others would miss. The character gains the Keen Senses (Sight) and (Hearing) and Night-Eye abilities.

Fleet-Footed: Mandatory
Leathe are very adept at escaping trouble. When fleeing, the character counts their Agility modifier as double.

Leathe Physiology: Mandatory
All Leathe bear long, prehensile tails, which are often the pride and joy of the individual. The character is considered to have an extra limb, which may be used in the same way as the character's hands. In combat, the tail may be used to carry items or wield any weapons with the Light quality. In addition to this, Leathe are marsupial and have a pouch. The character may use this pouch to store an item or items approximately up to the character's fist in size. Items carried in this way are considered to be concealed, and most non-Leathe are unaware of the pouch's presence.

Cold of the Mountains: Optional
Life in the high mountains is often hard, and one of long nights and bitter cold. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Light-Fingers: -2 Advance Pts
Leathe can be very adept at obtaining things others don't want them to have. The character gains a rank of proficiency in the Sleight of Hand, Pickpocket and Lockpicking Skills.

Gliding Wings: -2 Advance Pts
Many mountain dwelling Leathe have skin flaps which stretch from wrist to the bottom of the ribcage, which they can unfurl when falling from a height. The character gains the Gliding Movement ability and does not suffer Falling Damage as long as they are able to use a Free Action to unfurl their wings.

Wraithlights: -3 Advance Pts
Most Leathe are capable of harnessing a natural ability with Soulfire into a tangible form. The character gains the Arcane Magic (Illusion) Sphere and the Dancing Lights Spell from within that Sphere. They also gain access to the Arcane Secrets Talent, which will grant them a new Spell upon taking on a levelup. The character also gains the Common Knowledge (Illusions) Skill.

Quote from: InvarrianInvarrian
A tall, ocean-faring people, the Invarrians have made their living by pillaging the fishing villages off the northern coasts for centuries. The call of the sea is in the blood of every Invarrian pup, the waves beckoning them towards a life of adventure. They are the Sea Wolves, a name which indicates how the Invarrians approach conflict on both land and sea. Invarrians see war as a game, with gold and other spoils being the prize at the end of the raiding season. As such, even when being defeated, they remain cheerful. After all, it's only a game.

Age Brackets:
- Child: Less than 15 years old.
- Youth: From 15 to 22 years old.
- Prime: From 22 to 40 years old.
- Ageing: From 40 to 60 years old.
- Elderly: From 60 to 65+ years old.

Height Range: 5' 7" - 6' 5"
Weight Range: 160 lbs - 260 lbs
Base Speed: 30 yards per Combat Round

Invarrian Statistics

Strength: D10+25 (80*)
Toughness: D10+25 (80*)
Dexterity: D10+20 (60*)
Agility: D10+20 (70*)
Health: D5+10
Base Initiative: 5
Soulfire: D5+1
Willpower: D10+20
Charisma: D10+20
Perception: D10+30
Intelligence: D10+20

Traits:
Invarrian

Invarrian Senses: - Mandatory
Invarrian senses are incredibly keen, particularly their sense of smell. The character gains the Keen Senses (Scent) and (Hearing) abilities.

Poor Relations: - Mandatory
Invarrians are best known for their reaving up and down the coasts of the known world. The character suffers a -15 penalty to Charisma when dealing with Highlander, Lowlander, Selkye or Urskinn characters in a social situation, and a -10 penalty to Charisma when dealing with Southrons, Westerlings and Einreikr characters.

Follow The North Star: - Mandatory
Invarrians have an innate and inbuilt sense of direction. The Invarrian has a true sense of direction, and always knows which way is North, even when underground and unable to see the sky.

Everything's A Game: - Optional
Invarrians do not scare easily. The character gains a +10 bonus to Resist Intimidation Checks. The character may also re-roll a single failed Fear or Terror Check once per day.

Warrior Folk: -1 Advance Pt
Most Invarrians are well versed in the arts of combat. The character gains a rank of proficiency in the Close Combat Skill and also acquires a Common Weapon Proficiency.

Cold of the North: -1 Advance Pt
Varr is a cold, icy, rainy hell-hole, beset by bitter winds and constant blizzards. As such, the Invarrians, with their thick pelts, tend to be well used to these conditions. This character may re-roll their Strength Reduction Check in cold weather and is considered Resistant to Cold Damage.

Frenzy: -2 Advance Pts
This Invarrian is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hard Life: - 2 Advance Pts
Invarrians are renowned for their toughness. The character gains +1 Health.

Canine Grin: -2 Advance Pts
Invarrians have a bad reputation, particularly in the north, but something about their friendly dispositions and optimistic outlooks makes it hard to really dislike some of them. The character gains +10 Charisma and a rank of proficiency in the Charm Skill.

Reavers: -3 Advance Pts
Invarrians are renowned for being sailors and raiders without peer. The character gains a rank of proficiency in the Rowing, Sailing and Swimming Skills, and receives +5 to Survival Checks when on the water and +10 to Survival (Navigation) Checks. The character may also re-roll any failed Fear Check.

Quote from: UrchinUrchin
A diminutive people hailing from the deep woodlands, thought to have originated in Taeran of Arlend, Urchin can now be found on most continents of the known world. They are known almost as much for their unwavering optimism, love of good food and friendly dispositions as they are for the thick, sharp, bristle-like quills which sprout from their heads and backs. Brave and surprisingly strong, the Urchin of Norbayne can often be found in Leathe and Woodsmen communities in the Gwyrai Woods.

Age Brackets:
- Child: Less than 10 years old.
- Youth: From 10 to 15 years old.
- Prime: From 15 to 35 years old.
- Ageing: From 35 to 45 years old.
- Elderly: From 45 to 50+ years old.

Height Range: 4' 7" - 5' 5"
Weight Range: 100 lbs - 200 lbs
Base Speed: 20 yards per Combat Round

Urchin Statistics

Strength: D10+25 (75*)
Toughness: D10+25 (75*)
Dexterity: D10+15 (70*)
Agility: D10+15 (60*)
Health: D5+9
Base Initiative: 3
Soulfire: D5+2
Willpower: D10+20
Charisma: D10+30
Perception: D10+25
Intelligence: D10+20

Traits:
Urchin

Urchin Senses: Mandatory
Urchin senses are particularly keen, able to see with very little light underground, pick up traces of scents others would miss and hear faint sounds which may not be readily audible to their friends. The character gains the Keen Senses (Scent) and (Hearing) and Night-Eye abilities.

Stable: Mandatory
Thanks to their low centre of gravity, Urchin are difficult to overbear. Urchin may re-roll failed attempts to resist being knocked Prone.

Urchin Quills: Optional
All Urchin grow bristle-like spines from their heads and upper backs. In many cases, these spines are thick and sharp, and capable of protecting the Urchin and dissuading the unwary from launching an attack. Urchin so blessed are able to flare and fan these quills in such a way as to present a threat to anyone approaching from behind. The Urchin is considered to have +1 Armour Value to the Torso and Head Hit Locations against any physical damage which is targeting them from behind. In addition to this, on a successful Perception Check, the Urchin may cancel any bonuses an enemy may gain or grant from Flanking the Urchin. In addition to this, any unarmed attacks which target the Urchin deal Piercing Damage to the attacker equal to the Damage caused by the initial attack. May make a Backslam Unarmed Attack in a Grapple, causing D5 Piercing Damage, considered a Blast Attack.

Quill Blast: 2 Advance Points - Requires Urchin Quills
Some Urchin develop the ability to expel quills from their bodies as a reflex. Once per Full Rest, upon taking damage, as a Free Reaction, the Urchin may expel quills from their body. Any valid target within 5 yards of the Urchin takes D5 Piercing Damage. This is considered a Blast Attack.

Natural Healers: -2 Advance Pts
Urchin are known for their skill at finding and utilising fine ingredients in their food and remedies. They are consummate healers. As an aside, they also make a mean stew.  The Urchin gains a rank of proficiency in Craft (Remedies), Craft (Cooking) and Healing and has a +5 to Survival (Foraging) Checks.


Quote from: BruinBruin
A short, stocky, yet powerful people from the south, the Bruin are incredible craftsmen, carving their cities out into the roots of their southern mountainous homelands. Clad in shaggy pelts, the Bruin are fierce fighters when roused to anger, incredibly stubborn and will never yield that which they consider their own. Inveterate wanderers, the Bruin, while nocturnal in their own lands, are commonly seen abroad in the north at all times of day, their thick pelts insulating them from the cold of the Northlands as well as it does the chill of the southern nights.

Age Brackets:
- Child: Less than 14 years old.
- Youth: From 14 to 22 years old.
- Prime: From 22 to 60 years old.
- Ageing: From 60 to 80 years old.
- Elderly: From 80 to 90+ years old.

Height Range: 4' 4" - 5' 2"
Weight Range: 120 lbs - 220 lbs
Base Speed: 20 yards per Combat Round

Bruin Statistics

Strength: D10+25 (80*)
Toughness: D10+25 (80*)
Dexterity: D10+20 (80*)
Agility: D10+15 (50*)
Health: D5+10
Base Initiative: 3
Soulfire: D5
Willpower: D10+25
Charisma: D10+20
Perception: D10+20
Intelligence: D10+25

Traits:
Bruin

Bruin Senses: Mandatory
Bruin senses are particularly keen, able to see with very little light underground and hear faint sounds that others would miss. The character gains the Keen Senses (Hearing) and Night-Eye abilities.

Stable: Mandatory
Thanks to their low centre of gravity, Bruin are difficult to overbear. Bruin may re-roll failed attempts to resist being knocked Prone.

Desert Dwellers: Optional
Bruin bear a pelt of fur and are used to the worst of the heat of their desert home, which protects them from excesses of the weather. Bruin characters may re-roll their Strength Reduction Check in the cold and may avoid the effects of Heatstroke on a successful Willpower Check. 

Bruin Claws: Optional
All Bruin possess claws, and in some individuals, these hooked claws can make deadly weapons in close combat. The character gains the Unarmed Weapon Proficiency and any Unarmed attacks made by the character cause 3+SM Slashing Damage and inflict the Bleed condition. However, any non-Thrown Ranged Attacks are made with a -20 penalty to Hit.

Religious Fervour: Optional
The attitudes of the Bruin towards the proponents of the magic arts is well documented. The character gains the Hatred (Magic User) Trait and the Common Knowledge (Bruin Theocracy) Skill.

Bruin Masonry: -1 Advance Pt
Bruin stonework is renowned for its quality. The character may take a single rank of proficiency in the Craft (Stonework) Skill. Stonework created by the character is treated as one Tier higher quality than it is when Evaluated. This character also gains +10 to Evaluation Checks when inspecting stonework or other crafted stone.

Frenzy: -2 Advance Pts
This Bruin is subject to Frenzy when wounded. They may make a Willpower Check in order to restrain this Frenzy.

Hard Life: - 2 Advance Pts
Bruin are renowned for their toughness. The character gains +1 Health.

Inquisitors of Grimguarda (Rogue only): - 3 Advance Pts
The Inquisitors are a highly feared secret police amongst the Bruin, constantly seeking out traces of magic, and ruthlessly hunting down dangerous casters in Bruin society. Most of their work is carried out in their underground halls, but it is not uncommon for an Inquisitor to make their way out into the wider world. The Bruin gains the Magic Sensitive Trait and the Witchsight and Wraithsight Skills.
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#2
Quote from: Alchemist
The Alchemist is primarily a support class in combat, able to provide potions and poisons which grant powerful abilities to the party, along with crafting concoctions which can control the battlefield at range. The Alchemist is not a caster class, but can function pretty similarly in battle. The Alchemist is restricted to only wearing light armour and wielding basic weapons. Outside combat the Alchemist is able to build up resources quite quickly due to possessing a few potentially lucrative trade-skills and can function quite well as the party face.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Intelligence
+3 Toughness or Dexterity
Light armour only.
Access to Common and Alchemist weapon lists.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Chemistry)
- Academic Knowledge (Herblore)
- Common Knowledge (Herblore)
- Common Knowledge (Poisons)
- Common Knowledge (Potions)
- Practical Divination (Tasseography)
- Craft (Alchemical Items)
- Craft (Explosives)
- Craft (Oils)
- Craft (Poisons)
- Craft (Potions)
- Craft (Remedies)
- Contacts (Merchants)

Class Mechanics
- Addiction: Upon drinking an Elixir for the second time in a single day, the Alchemist must make a Willpower Check to resist addiction. If the Check is passed, the Alchemist is unaffected for now, but if it is failed, the Alchemist must mark a failed Check against that Elixir. Upon five failed Checks, the Alchemist is afflicted by the Addiction (Specific Elixir) Malady.
- Alchemy: The Alchemist is not limited to merely creating Potions and Alchemical Items from the pre-written list. An Alchemist player may attempt to create Potions and Alchemical Items using Reagents as determined by cooperation with the Games Master.
- Elixirs: Elixirs are specifically marked Potions which the Alchemist may only make for themselves. When consumed by someone other than the Alchemist, the Elixir inflicts a Toxicity counter and the Nauseated condition.
- Foraging: If in a region conducive to the attempt, the Alchemist may make a Survival (Foraging) Check. Doing so will take at least an hour's uninterrupted time. Foraging is considered to be a Long-Term Basic Task and follows these rules. Refer to the Alchemical Reagent Foraging Charts for results.
- Toxicity: Each Potion or Elixir consumed by the Alchemist incurs a Toxicity counter. A Long Rest or equivalent will remove all Toxicity counters. Upon the Toxicity counters exceeding the Alchemist's Toughness Modifier, the Alchemist must make a Resist Poisons Check every minute, with a -10 for every Toxicity Counter beyond the Alchemist's Toughness Modifier. Failure incurs -1 Poison Damage.

Class Talents:

Skill Enhancements
Trusted Face – The Alchemist gains +10 to Charm Checks.
Appraising Eye – The Alchemist gains +10 to Evaluation Checks.
Mind for Value - The Alchemist is considered to have Advantage when making Evaluation Checks. Requires Appraising Eye.
Fair Pay - The Alchemist gains +10 to Haggling Checks.
Hard Bargain – The Alchemist gains +10 to Haggling Checks.
Shopkeeper's Worst Nightmare – The Alchemist is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Patch 'Em Up - The Alchemist gains +10 to Healing Checks.
Hands of the Healer – The Alchemist is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Keen Eyes – The Alchemist gains +10 to Search Checks.
Searching Gaze - The Alchemist is considered to have Advantage when making Search Checks. Requires Keen Eyes.
Forager – The Alchemist gains +10 to Survival Checks (Foraging) when searching for Craft Ingredients.
Needle In A Haystack - The Alchemist gains an additional +10 to Survival (Foraging) Checks when searching for Craft Ingredients. Requires Forager.
Whatever I Need - The Alchemist is considered to have Advantage when making Survival (Foraging) Checks. Requires Needle In A Haystack.
Confident Swimmer – The Alchemist gains +10 to Swimming Checks.
Traditional Medicine – The Alchemist gains +10 to Common Knowledge (Herblore) Checks.
Knows Their Poisons – The Alchemist gains +10 to Common Knowledge (Poisons) Checks.
Potion Theory – The Alchemist gains +10 to Common Knowledge (Potions) Checks.
Apothecary Training – The Alchemist is considered to have Advantage when making Common Knowledge (Herblore), (Poisons) and (Potions) Checks. Requires Traditional Medicine, Knows Their Poisons and Potion Theory.
Reading The Leaves - The Alchemist gains +5 to Practical Divination (Tasseography) Skill Checks.
Master Craftsman – The Alchemist gains +5 to all Craft Checks.
Master Alchemist – The Alchemist gains +10 to Craft (Alchemical Items) Checks.
Master Saboteur – The Alchemist gains +10 to Craft (Explosives) Checks.
Master Oil-maker – The Alchemist gains +10 to Craft (Oils) Checks.
Master Poisoner – The Alchemist gains +10 to Craft (Poisons) Checks.
Master Potioneer – The Alchemist gains +10 to Craft (Potions) Checks.
Master Healer - The Alchemist gains +10 to Craft (Remedies) Checks.
Sweat It Out – The Alchemist gains +10 to Resist Poison Checks.
Built Up Immunity - The Alchemist gains +10 to Resist Disease Checks.
Do You Know How Often I Poison Myself? - The Alchemist is considered to have Advantage when making Resist Disease and Resist Poison Checks. Requires Sweat It Out and Built Up Immunity.

Skill Expertise: Expertise Talents may only be taken once the Alchemist has taken the +20 bonus in the Skill the Talent refers to.
Expert Appraisal - The Alchemist is considered to have Expertise when making Evaluation Checks.
Expert Haggler - The Alchemist is considered to have Expertise when making Haggling Checks.
Expert Healer - The Alchemist is considered to have Expertise when making Healing Checks.
Expert Forager - The Alchemist is considered to have Expertise when making Survival (Foraging) Checks.
Expert Craftsman - The Alchemist is considered to have Expertise when making Craft Checks in a single mundane discipline available to the Alchemist, of the player's choice. The Alchemist may purchase this Talent again upon future Levels for other mundane disciplines.

Class Features
Killer's Alchemy - The Alchemist adds the number of their current Toxicity counters to their Strength Bonus when calculating Damage they cause in combat.
Stimulants - On the Alchemist's Turn, they may gain a Half Action for every four current Toxicity counters they have.
Alchemical Fury - Any Damage caused by Explosives Crafted by the Alchemist is increased by D5.
Alchemical Deconstruction - The Alchemist may extract up to D5 Alchemical Reagents from a concoction in their possession upon a successful Craft Check for the family of item in question. This will destroy the concoction.   
Bottomless Cup - When the Alchemist drinks an Elixir or Potion of their own making for the first time, they may roll a Luck Check. On a pass, they take a small enough swig that an adequate dose remains in the vial.
Just a Little More... - Upon a successful Survival (Foraging) Check to find more Reagents, the Alchemist may choose one Reagent they have found and increase the Foraged amount by a number equal to the Alchemist Level.
Demolition Charge - Any Structural Damage caused by Explosives Crafted by the Alchemist is increased by D10.
Toughen Up - The Alchemist gains +1 Health every level, instead of every second level.
Discovery - The Alchemist may purchase this Talent once per level to learn a new Alchemical Formulae.

Craft Enhancements
Prolonged Effect - Any Potions with an explicit Duration which are Crafted by the Alchemist, have their Duration of effect doubled.
Pinch O'This, Pinch O'That - The Alchemist may ignore the penalty when considered to be Field Crafting Potions and Poisons.
Amplified Effect - Any Poisons Crafted by the Alchemist inflict an additional -20 to Resist Poison Checks upon being consumed.

Potion Enhancements
Enhanced Bite the Lightning - The Alchemist's Bite the Lightning Potions grant the Drinker an additional Half Action each Combat Round for the duration of the Potion's effect.
Enhanced Brewed Storm - The Alchemist's Brewed Storm Potions now grant the Drinker +10 Strength for the duration of the Potion's effect.
Enhanced Flesh Knit - The Alchemist's Flesh Knit upon being consumed requires two Toughness Checks each Combat Round for the duration of the Potion's effect. Each successful Toughness Check regenerates 1 Health.
Enhanced Full Moon - The duration of the Alchemist's Full Moon Potions are doubled.
Enhanced Golden Glory - Drinking the Alchemist's Golden Glory Potions now provide a +40 to Resist Poison and Disease Checks for the duration of the Potion's effect.
Enhanced White Honey - Drinking the Alchemist's White Honey Potions now remove all of the Drinker's Toxicity counters upon a successful Toughness Check.
Enhanced Winter's Aura - Any targets within the Alchemist's Winter's Aura area of effect suffer a -10 to their Toughness Check to resist becoming Frozen. Any targets which become Frozen are considered to have been targeted by the Frostbite Spell from Arcane Magic (Hydromancy).


Class Rewards

Utility Reward: Getting By
Teamwork Reward: Sharing is Caring
Branch 1 Reward: Mad Scientist
Branch 2 Reward: Flesh Crafter
Branch 3 Reward: Chirurgeon


Quote from: Artificer
The Artificer is a support class through and through, although thanks to their inventions, can act as a battlefield controller, blaster or ranged striker. The Artificer's roles are restricted merely by the player's ingenuity, as the Invention Skill can be used to create all sorts of things, from grenades to potentially even suits of powered armour. (YMMV) The Artificer is not a caster class, although again, thanks to their Inventions, and also Runecrafting, it is possible for them to act like it. The Artificer is restricted to wearing light armour and may only wield basic weapons, although their Inventions do not count in this, and may of course be used. Outside combat the Artificer will usually have access to a fair few lucrative trade-skills, allowing for great resource acquisition.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Dexterity or Intelligence
+3 Intelligence or Strength
Light armour only.
Access to Common and Artificer weapon lists.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Chemistry)
- Academic Knowledge (Engineering)
- Common Knowledge (Structures)
- Common Knowledge (Technology)
- Craft (Carpentry)
- Craft (Explosives)
- Craft (Masonry)
- Craft (Runes)
- Craft (Smithing)
- Craft (Traps)
- Invention
- Contacts (Merchants)
- Contacts (Engineer)
- Contacts (Mercenary Company)

Class Mechanics:
- Invention: Once per level of Artificer, the character may attempt to draw up the blueprints for an Invention. Determine the difficulty of the venture with the Games Master, which will determine the necessary Invention successes to finalise the blueprints. Once these plans have been drawn up fully, the Artificer may then Craft the item in question using the necessary Craft skills.
- Runecraft: The Artificer may learn the imbue items with magic. Refer the the Item Quality Chart to determine how many Runes an item may hold. The Artificer may also Craft new Runes, as discussed with the Games Master.

Class Talents:

Skill Enhancements
Skilled Driver – The Artificer gains +10 to Drive Checks.
Take The Wheel - The Artificer gains an additional +10 to Drive Checks. Requires Skilled Driver.
Appraising Eye – The Artificer gains +10 to Evaluation Checks.
Spot The Weakness - The Artificer gains an additional +10 to Evaluation Checks. Requires Appraising Eye
Mind for Value - The Artificer is considered to have Advantage when making Evaluation Checks. Requires Appraising Eye.
Fair Pay - The Artificer gains +10 to Haggling Checks.
Shopkeeper's Worst Nightmare – The Artificer is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Smallboat Mastery – The Artificer gains +10 to Rowing Checks.
Three Sheets to the Wind – The Artificer gains +10 to Sailing Checks.
Keen Eye – The Artificer gains +10 to Search Checks.
Architect – The Artificer gains +10 to Common Knowledge (Structures) Checks.
Mind of Gears – The Artificer gains +10 to Common Knowledge (Technology) Checks.
Constructive Mind - The Artificer is considered to have Advantage when making Common Knowledge (Structures) and (Technology) Checks. Requires Architect and Mind of Gears.
Master Craftsman – The Artificer gains +5 to all Craft Checks.
Master Carpenter – The Artificer gains +10 to Craft (Carpentry) Checks.
Master Saboteur – The Artificer gains +10 to Craft (Explosives) Checks.
Master Mason – The Artificer gains +10 to Craft (Masonry) Checks.
Mastery of Runes – The Artificer gains +10 to Craft (Runes) Checks.
Master Smith – The Artificer gains +10 to Craft (Smithing) Checks.
Master Trapper – The Artificer gains +10 to Craft (Traps) Checks.
Innovative – The Artificer gains +10 to Invention Checks.
Age Of Industry – The Artificer gains an additional +10 to Invention Checks. Requires Innovative.
Brilliant Inventor - The Artificer is considered to have Advantage when making Invention Checks. Requires Innovative.

Skill Expertise: Expertise Talents may only be taken once the Artificer has taken the +20 bonus in the Skill the Talent refers to.
Expert Appraisal - The Artificer is considered to have Expertise when making Evaluation Checks.
Expert Craftsman - The Artificer is considered to have Expertise when making Craft Checks in a single mundane discipline available to the Artificer, of the player's choice. The Artificer may purchase this Talent again upon future Levels for other mundane disciplines.

Class Features
Explosive Fury - Any Damage caused by Explosives crafted by the Artificer is increased by D5.
Artefact Analysis - The Artificer may make an Evaluation Check to identify a magical item.
Demolition Charge - Any Structural Damage caused by Explosives Crafted by the Artificer is increased by D10.
Superior Understanding - The Artificer possesses an additional 'Attunement' slot for magical items. 
Maker's Mark - Any weapon crafted by the Artificer and wielded by the Artificer may add +1 Damage for each rank of Weapon Proficiency possessed.
I Built It, I Bear It - The Artificer may now wear the equivalent of Heavy Armour as long as it is crafted by the Artificer.


Discovery - The Artificer may purchase this Talent once per level to learn a new Artificer's Formulae.
Further Inventions - The Artificer may purchase this Talent once per level to develop a new Invention blueprint.
Arcane Crafting - The Artificer gains access to the Arcane Item Formulae list. The Artificer may then use the Discovery Talent as normal to learn a new Artificer's Formulae.

Craft Enhancements
Anything, Anywhere, Anytime - The Artificer may ignore the penalty when considered to be Field Crafting.
Traps on Limited Resources - The Artificer may halve the material components required to complete a successful Craft (Traps) Check. The Quality of a trap created in this way is reduced by one Tier. If the Craft (Traps) Check would normally result in a Poor Quality Trap, the Artificer may choose to create the Poor Quality trap and use the full allotment of resources one would normally require, or recover the resources used and re-take the Check.
Traps in a Hurry - The Artificer may halve the time required to complete a successful Craft (Traps) Check. The Quality of a trap created in this way is reduced by one Tier. If the Craft (Traps) Check would result in a Poor Quality Trap, the Artificer may choose to create the Poor Quality trap and use the full allotment of resources one would normally require, or recover the resources used and re-take the Check.

Rune Enhancements

Class Rewards

Utility Reward
Teamwork Reward: Prior Planning
Branch 1 Reward: Patchwork Repairs
Branch 2 Reward: Junk Pile
Branch 3 Reward: Design Experience

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Phoenixguard09

#3
Quote from: Assassin
The Assassin works best as either a ranged striker or a roving close-quarters flanker in combat, with plenty of abilities providing bonuses to flanking or hitting unaware targets. The Assassin is able to craft poisons, and is a Black Magic caster, with access to the Black Magic (Shadowmancy) Sphere. The Assassin is restricted to wearing light armour and can wield a small list of Assassin-only weapons in addition to the basic weapon list. Outside combat, the Assassin may ply their trade and earn money as a killer for hire and may have contacts and knowledge of the underground. The Assassin also makes an effective scout.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Agility
Light armour only.
Access to the Common, Martial, Specialist Ranged and Assassin weapon lists.
1 Common Weapon and 1 Common, Martial , Specialist Ranged or Assassin Weapon Proficiency.

Class Skills:
- Channelling
- Common Knowledge (Black Magic)
- Common Knowledge (Criminal Underworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Poisons)
- Craft (Atrocities)
- Craft (Poisons)
- Grappling
- Lockpicking
- Sleight of Hand
- Spell Combat
- Summoning (Daemon)
- Wytchsight
- Contacts (Criminal Underworld)

Class Mechanics:
- Channelling:
- Craft (Atrocities)
- Summoning:
- Wytchsight:

Class Magic:
The Assassin has access to the Black Magic system of casting. An Assassin taking their first Magic Level receives the Black Magic (Petty) Sphere and one Spell from that list for free.
The Assassin has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Shadowmancy)

Class Talents:

Skill Enhancements
Flexible – The Assassin gains +10 to Athletics Checks.
Run and Jump – The Assassin gains +10 to Athletics Checks.
Comfortable at Heights – The Assassin gains +10 to Climbing Checks.
Wall Spider – The Assassin is considered to have Advantage when making Climbing Checks. Requires Comfortable at Heights.
In the Shadows – The Assassin gains +10 to Concealment Checks.
Blend into the Crowd – The Assassin gains +10 to Concealment Checks in crowded areas.
Melt Away - The Assassin is considered to have Advantage when making Concealment Checks. Requires In the Shadows.
Silver-Tongued Liar – The Assassin gains +10 to Deception Checks.
Many Faces – The Assassin gains +10 to Disguise Checks.
Shadows and Vapours – The Assassin gains +10 to Disguise Checks.
Like Killing a Shadow – The Assassin gains +10 to Dodge Blow Checks.
Moves Like Quicksilver – The Assassin gains +10 to Dodge Blow Checks.
Plan a Murder – The Assassin gains +10 to Evaluation Checks.
Unsettling Presence – The Assassin gains +10 to Intimidation Checks.
Keen Eye – The Assassin gains +10 to Search Checks.
Light-Footed – The Assassin gains +10 to Silent Move Checks.
Silent as the Grave – The Assassin is considered to have Advantage when making Silent Move Checks. Requires Light-Footed.
Forager – The Assassin gains +10 to Survival Checks when searching for Craft Ingredients.
Friends in Low Places – The Assassin gains +10 to Common Knowledge (Criminal Underworld) Checks.
Knows Their Poisons – The Assassin gains +10 to Common Knowledge (Poisons) Checks.
Send A Message – The Assassin gains +10 to Craft (Atrocities) Checks.
Master Poisoner – The Assassin gains +10 to Craft (Poisons) Checks.
Nothing is Safe – The Assassin gains +10 to Lockpicking Checks.
Quick Hands – The Assassin gains +10 to Sleight of Hand Checks.

Skill Expertise: Expertise Talents may only be taken once the Assassin has taken the +20 bonus in the Skill the Talent refers to.
Expert Hider - The Assassin is considered to have Expertise when making Concealment Checks.
Expert Sneak - The Assassin is considered to have Expertise when making Silent Move Checks.

Class Features
Dagger Mastery - The Assassin gains +10 to Hit with a knife or a dagger.
Knife Fighting - The Assassin may choose to Parry with a knife or dagger with a -10 penalty.
Critical Eye - The Assassin's Critical Hit Range is increased by 01 for every rank of Proficiency they have with the appropriate Weapon Family.
Cruelty - A straight fail on a Combat Check to Hit is now considered to be a Critical Hit.
Catch Them Unaware - The Assassin may make a Sneak Attack with a Ranged Combat Attack.
Cat's Grace - If the Assassin is capable of movement, they may use the first digit of their Agility, instead of Armour and Toughness Modifier for Damage Reduction.
Cheat Death - If the Assassin is capable of movement, they may halve any Falling Damage incurred upon a successful Agility Check.
Unhindered Combatant - Once long rest, the Assassin may double their normal Speed for a single Round (10 seconds). While this effect is active, the Assassin does not provoke Attacks of Opportunity.
Magic Sense - Requires the Assassin to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Assassin. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Arcane Secrets - The Assassin may purchase this Talent once per level to learn a new Spell from the character's available Spell Lists.

Craft Enhancements
Lingering Poisons - Poisons crafted by the Assassin are considered to have their duration doubled if applicable.
Required Evils - Any Morale Checks which are incurred by the Assassin's Crafted Atrocities are made at Disadvantage.

Spell Enhancements
Heart Of Darkness - The Assassin may add their Magic Level to any attempt to Cast Black Magic (Shadowmancy) Spells. The Assassin may also gain a +05 bonus to Intimidation and Craft (Atrocities) Checks.
(Black Magic: Petty)
(Black Magic Shadowmancy)
Everlasting Shadowskin - The Assassin's Shadowskin is now considered to have a Duration of 1hr per Caster's Magic Level.
Wreathed in Shadows - The Assassin's Shadowskin now grants a count of Advantage on Concealment Checks made in low-light conditions.

Combat Manoeuvres:

Combat Manoeuvres
Agonising Blow - Requires the character to be in close combat with at least one living Wounded target. A successful Agonising Blow is resolved as a Called Quick Attack to the wounded Hit Location causing an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Cleave - Requires the character be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the character may make another Full Attack on an adjacent target as a Free Action.
Prey On The Weak - Requires the character to have performed a successful Dodge in the previous Combat Round and any enemies in adjacency to have a lower Close Combat Target Number than the character. A successful Prey On The Weak is resolved as a Full Attack which causes an additional D10 Damage.
Arterial Strike - Requires the Assassin make a Called Full Attack to a living target's unarmoured Hit Location (-30 to Hit). A successful Arterial Strike is resolved as a Full Attack. If the Arterial Strike causes Damage equal to more than half the target's maximum Health pool after Damage Reduction is applied, the target's Health is dropped to 0 and is considered to be Bleeding Out.
Eagle Eye - Requires the Assassin make an Aimed Ranged Attack to a target afflicted by Bleeding. An Eagle Eye gains +5 Critical Range and is resolved as a Ranged Attack.   
Heartseeker - Requires the Assassin make a Called Charge Attack to the Torso Hit Location of a living Wounded target. A Heartseeker Attack gains +10 Critical Range and is resolved as a Charge Attack.
Leaping Shot - Requires the Assassin to have made the Disengage Action and have a ranged weapon equipped and loaded if applicable. A Leaping Shot is a Free Action and is resolved as a Ranged Attack.
Merciless Strike - Requires the Assassin make a Full Attack on a Prone, Stunned or Paralysed target. A Merciless Strike gains +10 Critical Range and is resolved as a Full Attack.
Murder Incited - Requires the Assassin to make a successful Critical Hit upon a target with a Close Combat Attack. The Assassin is to then make a Luck Check. If successful, Murder Incited is then resolved as another Full Attack upon the same target.
Nerve Strike - Requires the Assassin to be Grappling a living target and make an unarmed Called Quick Attack to the target's unarmoured Hit Location (-30 to Hit). A successful Nerve Strike is resolved as a Quick Attack. If the Nerve Strike causes Damage after Damage Reduction is applied, the target is considered Staggered and must then pass a Toughness Check or be Stunned.
Sneak Attack - Requires the Assassin make a Full Attack against a target who is Unaware of the Assassin. A successful Sneak Attack is resolved as a Full Attack with an additional D10 Damage.
Trick Shot - Requires the Assassin make an Aimed Ranged Attack. A Trick Shot is resolved as a Ranged Attack and ignores one level of cover if applicable.
Vital Shot - Requires the Assassin make an Aimed Ranged Attack. A successful Vital Shot is resolved as a Ranged Attack. If the Vital Shot causes Damage after Damage Reduction is applied, the target is afflicted by Bleeding.

Class Rewards

Utility Reward: Friends In All Places
Teamwork Reward: Shadewalkers
Branch 1 Reward: Precision
Branch 2 Reward: Tainted Blades
Branch 3 Reward: Oh Hi Mark
Branch 4 Reward: Shadowmeld


Quote from: Bard
The Bard is primarily a support class in combat, providing inspiration to allies and able to control the battlefield with abilities like Discordant Notes and other Stun effects. The Bard can also double as a handy close-quarters flanker if the need arises. The Bard is a caster class, with access to both the Arcane Magic (Bardsong) and Petty Magic Spheres. The Bard is restricted to wearing light or medium armour and can only wield basic weapons. Outside combat the Bard possesses many abilities, including Bardic Knowledge, which is essentially a chance to have Common Knowledge (Everything). The Bard is also able to quickly generate income with Performances at social gatherings and can act as an optimal party face.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+4 Charisma or +1 Soulfire
+3 Dexterity, +3 Agility or +3 Charisma
Light and Medium armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Channelling
- Influence
- Sleight of Hand
- Lockpicking
- Taunt
- Wytchsight
- Bardic Knowledge
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)
- Academic Knowledge (Literature)
- Perform (Dancer or Acrobatics) Agi*
- Perform (Singer) Cha*
- Perform (Musician) Dex*
- Perform (Orator) Int*
- Contacts (Noble)

Class Mechanics:
- Bardic Knowledge:
- Channelling:
- Perform:
- Influence:
- Wytchsight:

Class Magic:
The Bard has access to the Arcane Magic system of casting. A Bard taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Bard has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Bardsong)
- Arcane Magic (Warchanting)
- Arcane Magic (Flowing Verse)
- Arcane Magic (Words of Power)

Class Talents:

Skill Enhancements
Flexible – The Bard gains +10 to Athletics Checks.
Tumbling – The Bard gains +10 to Athletics (Acrobatics) Checks. Requires Flexible.
Dashing Figure – The Bard gains +10 to Charm Checks.
Trusted Face – The Bard gains +10 to Charm Checks.
Courtly Etiquette – The Bard gains +10 to Charm Checks in formal environments.
Silver-Tongued Liar – The Bard gains +10 to Deception Checks.
Many Faces – The Bard gains +10 to Disguise Checks.
Skilled Driver – The Bard gains +10 to Drive Checks.
Card Counting – The Bard gains +10 to Gambling Checks.
Fair Pay - The Bard gains +10 to Haggling Checks.
Shopkeeper's Worst Nightmare – The Bard is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Born Rider – The Bard gains +10 to Riding Checks.
Discreet - The Bard gains +10 to Search (Gossip) Checks.
Well Read – The Bard gains +10 to Academic Knowledge (Literature) Checks.
Bardic College - The Bard gains +5 to Bardic Knowledge Checks.
Font of Knowledge - The Bard gains +5 to all Common, Academic and Bardic Knowledge Checks. Requires Bardic College.
Enhanced Conduit – The Bard gains +10 to Channelling Checks.
Magnetic Personality – The Bard gains +10 to Influence Checks.
Tactful - The Bard is considered to have Advantage when making Charm and Influence Checks. Requires Magnetic Personality, Dashing Figure and Trusted Face.
Nothing is Safe – The Bard gains +10 to Lockpicking Checks.
Stage Presence – The Bard gains +5 to all Perform Checks.
Fine Dancer – The Bard gains +10 to Perform (Dancer) Checks.
Deft Musician – The Bard gains +10 to Perform (Musician) Checks.
Clear Voice – The Bard gains +10 to Perform (Singer) Checks.
Strong Narrative – The Bard gains +10 to Perform (Orator) Checks.
Quick Hands – The Bard gains +10 to Sleight of Hand Checks.
"Your Mother Was A Hamster!" – The Bard gains +10 to Taunt Checks.
"And Your Father Smelt of Elderberries!" – The Bard is considered to have Advantage when making Taunt Checks. Requires "Your Mother Was A Hamster!"

Skill Expertise: Expertise Talents may only be taken once the Bard has taken the +20 bonus in the Skill the Talent refers to.
Just That Likeable - The Bard is considered to have Expertise when making Charm Checks. Requires Dashing Figure.
Expert Performer - The Bard is considered to have Expertise when making Perform Checks in a single performance discipline available to the Bard, of the player's choice. The Bard may purchase this Talent again upon future Levels for other performance disciplines.
Know It All - The Bard is considered to have Expertise when making Bardic Knowledge Checks.

Class Features
Perform on the Move - The Bard may move up to half their Speed without incurring any penalties to Perform Checks. Moving beyond that will incur the normal penalty.
Play to the Crowd - When making any Performance Check, the Bard may also attempt a Charm Check and choose the better result.
Quick Change - The Bard may attempt a Disguise Check with a -20 penalty to make the process a Full Action instead of a minimum of ten minutes. This Disguise is always considered to be of Low Quality.
Slip Through The Crowd - The Bard considers crowds to be Open Terrain instead of Difficult and gains a circumstantial +10 to Concealment Checks when in them.
Magic Sense - Requires the Bard to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Bard. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Arcane Secrets - The Bard may purchase this Talent once per level to learn a new Spell from the character's available Spell Lists.

Spell Enhancements
Lazy Poetry - The Bard may ignore a single stipulation of the rules of Flowing Verse.
Arcane Mastery - The Bard adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Subtle Casting - The Bard may forgo any gestures required as a component for casting a Spell.
Call And Response - Upon the conclusion of a Performance, the Bard may issue a Call as a Swift Action. Any allies affected by the Bard's spell may then issue a Response as a Swift Action to extend the length of the Performance by another Combat Round.
(Arcane Magic Petty)
(Arcane Magic Bardsong)
Wide Audience - The effective range of all Arcane Magic (Bardsong) Spells cast by the Bard is increased by 10 yards.
Lingering Compositions - Increase the duration of any Arcane Magic (Bardsong) Spells cast by the Bard for a single Combat Round after the Bard finishes their Performance.
Encore - The Bard may exchange a point of Soulfire to further extend the duration of any Arcane Magic (Bardsong) Spells cast by the Bard for a single Combat Round after the Bard finishes their Performance. Requires Lingering Compositions.
(Arcane Magic Warchanting)
Powerful Chanting - The effective range of all Arcane Magic (Warchanting) Spells cast by the Bard is increased by 10 yards.
(Arcane Magic Words of Power)

Combat Manoeuvres:

Bladedancer
Dance of Death - Requires the Bard to make a Quick Attack and be capable of Movement. Make a Perform (Dance) Check. Every degree of success increases the Damage caused by the Quick Attack by 1.
Skald

Class Rewards

Utility Reward - Disaster Artist
Teamwork Reward - Chorus of the Many
Branch 1 Reward - The Skald
Branch 2 Reward - Echo
Branch 3 Reward - Wordplay
Branch 4 Reward - The Bladedancer

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#4
Quote from: Berserker
The Berserker is predominantly a close-ranged roving flanker or a secondary tank in combat and relies on speed, chained Combat Manoeuvres and raw aggression to contribute in combat. The Berserker has a special resource, Rage, which is built up over the course of an encounter and can be traded in to provide benefits. The Berserker is not a caster class, and is restricted to wearing only light or medium armour, but can wield most weapons as they have access to the martial weapons list. Outside combat, the Berserker is able to utilise some knowledge based abilities, mainly based around Common Knowledge related to fighting and tactics in general, but on the whole the Berserker is primarily a combatant.   

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+4 Strength or Toughness.
Light and Medium armour only.
Access to Common and Martial weapon lists.
1 rank in Unarmed, 1 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Grappling
- Rage
- Taunt
- Craft (Traps)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Mechanics:
- Rage:

Class Talents:

Skill Enhancements
Run and Jump – The Berserker gains +10 to Athletics Checks.
Comfortable at Heights – The Berserker gains +10 to Climbing Checks.
Moves Like Quicksilver – The Berserker gains +10 to Dodge Blow Checks.
Skilled Driver – The Berserker gains +10 to Drive Checks.
Battle Scars – The Berserker gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Berserker gains +10 to Intimidation Checks.
Born Rider – The Berserker gains +10 to Riding Checks.
Smallboat Mastery – The Berserker gains +10 to Rowing Checks.
Three Sheets to the Wind – The Berserker gains +10 to Sailing Checks.
Wanderer – The Berserker gains +10 to Survival Checks.
Confident Swimmer – The Berserker gains +10 to Swimming Checks.
In the Wars – The Berserker gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Berserker gains +10 to Grappling Checks.
Biting Taunts - The Berserker gains +10 to Taunt Checks.
Restraint and Control - The Berserker gains +10 to Rage Checks.
I Don't Have Anger Issues! - The Berserker is considered to have Advantage when making Rage Checks
Sweat it Out – The Berserker gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Berserker has taken the +20 bonus in the Skill the Talent refers to.
Expert Grappler – The Berserker is considered to have Expertise when making Grappling Checks.


Class Features
Toughen Up - The Berserker gains +1 Health every level, instead of every second level.
Grizzled Veteran - The Berserker's Toughness Bonus is increased by +1.
Savage Glory - Upon causing a Critical Hit in combat, the Berserker makes a Toughness Check. If passed, the Berserker gains +1 Health, up to their maximum Health.
Death Frenzy - Upon being Incapacitated, the Berserker may make a Willpower Check. If failed, the Berserker becomes Incapacitated as normal, but if passed, the Berserker may act on the following round as normal before becoming Incapacitated at the end of their turn.
Innate Fury - The Berserker, as a Half Action may burn all their current Soulfire for D5 Rage, up to the amount of Soulfire expended.
Scenting Blood - The Berserker gains +10 to all Survival (Tracking) Checks if the target is currently Bleeding. This increases to +30 if the Berserker themselves inflicted the Bleeding condition upon the target.
Terrible Feast - Upon hitting with an Animal Fury Combat Manoeuvre, the Berserker regains 1 Health for every 5 points of Damage caused after applying Damage Reduction.
Commence The Massacre - Provided they have available movement left upon commencing the initial attack, the Berserker may now move between valid targets while performing Bloodstorm.
The Red Mist - Upon entering Frenzy, the Berserker adds their Berserker Level to the Strength, Toughness and Temporary Health gained. In addition to this, the Berserker gains an additional Half Action upon each Turn. However, this does come with a drawback, as the Berserker is far less able to control their Rage. As such, their Perception is decreased by -10 and any attempts to resist Frenzy once it has been entered are made at a -20.


Rage Enhancements
Armour Ripper - The Berserker ignores 1 point of Damage Resistance per point of current Rage.
Fearless - If the Berserker has at least 1 point of Rage, the character ignores the Intimidated and Fear Conditions, and is afflicted by Terror as if the source of Terror was only causing Fear.
Fueled by Vengeance - If the Berserker kills an enemy which has caused Damage to them in the current encounter, the kill generates an additional point of Rage.
Armour of Anger - For every 5 points of Rage the Berserker currently possesses, they gain +1 Damage Reduction on all Hit Locations.
Intimidating Rage - If the Berserker has at least 1 point of Rage, the character gains +10 to all Intimidation Checks.
Indomitable Will - If the Berserker has at least 5 points of Rage, the character may re-roll any failed Willpower Checks.
Anger Management - The Berserker's Rage Threshold increases by 5.
Bloodstained Fury - Causing a Critical Hit generates an additional point of Rage.
Unstoppable - If the Berserker has at least 1 point of Rage, the character may re-roll any failed Shock Checks for Massive Damage. If the Berserker has at least 10 Rage, they may ignore Shock Checks completely.

Combat Manoeuvres:

Combat Manoeuvres
Animal Fury - Requires the Berserker to have at least 5 Rage and to make an unarmed Full Attack against a Prone target. An Animal Fury Attack is resolved as an unarmed Full Attack which ignores all non-magical Damage Reduction. 
Bloody Fist - Requires the Berserker to possess at least 10 Rage and to be in close combat with a target bearing a Wound on the Torso Hit Location. Bloody Fist is resolved as an unarmed Full Attack to the target's Torso Hit Location. If the Berserker causes Damage after Damage Reduction, roll an opposed Toughness Check against the Berserker's Strength. If successful, the Berserker causes the Organ Rip Critical Hit effect.
Bloody Revenge - Requires the Berserker to have taken at least 1 Damage after Damage Reduction from a close combat attack. Bloody Revenge is resolved as an immediate free Quick Attack against the enemy which hit the Berserker.
Bloodstorm - Requires the Berserker to have killed at least one target with a successful Cleave Attack. A Bloodstorm is resolved as a free Full Attack against an additional target within close combat range, one not already targeted in the Cleave. The Berserker gains an additional free Full Attack for each subsequent target killed within close combat range, which may not be allocated against a target already hit by the Cleave or Bloodstorm. 
Carnage - Requires the Berserker to cause a Critical Hit in close combat. Carnage is resolved as a free Quick Attack against any enemy target within 5 yards of the initial target which received the Critical Hit.
Cleave - Requires the Berserker to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Warrior may make another Full Attack on an adjacent target as a Free Action.
Furious Retribution - Requires the Berserker to be at their Rage Threshold and to be hit by a Close Combat Attack. The Berserker must immediate make a Free Reaction Full Attack against the Attacker.
Purge the Weak - Requires the Berserker to be in close combat with an enemy with the Bleeding condition. Resolve as a Full Attack on the Bleeding enemy which causes an additional D10 Damage.
Reckless Abandon - Requires the Berserker to be able to make a Charge Attack against at least three adjacent enemies within the Combat Round. If able to do so, resolve as a Charge Attack against each enemy, with +1 Damage per level of Berserker. Any enemies attacking the Berserker in the Round after performing Reckless Abandon gain +10 to Hit.

Class Rewards

Utility Reward - Corpse Eater
Teamwork Reward - Are You Mad Bro?
Branch 1 Reward - Blood Gruel
Branch 2 Reward - Daemon Rage
Branch 3 Reward - Cold Fury


Quote from: Binder
The Binder is a versatile class, best used in a battlefield control or roving flanker role. The Binder is also capable as a secondary tank, using magic to buff their defences. The Binder is a caster class, with access to the Arcane Magic (Battlecasting) and (Warchanting) Spheres or the Black Magic (Binding) and (Reaper) Spheres. The Binder is restricted to wearing only light and medium armour, but has access to most types of weapons. Outside combat, the Binder has a wide range of magical knowledge stretching many disciplines, but is otherwise rather limited, remaining a very capable combatant.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+2 Dexterity
+2 Intelligence or Willpower
+1 Soulfire
Light and Medium armour only.
Access to Common, Martial and Specialist Ranged weapon lists.
1 rank in Unarmed and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Channelling
- Spell Combat
- Taunt
- Wytchsight
- Summoning
- Common Knowledge (Arcane Magic)
- Common Knowledge (Black Magic)
- Academic Knowledge (Arcane Magic)
- Academic Knowledge (Black Magic)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Mechanics:
- Channelling
- Summoning
- Wytchsight

Class Magic:
The Binder has access to both the Arcane and Black Magic systems of casting. A Binder taking their first Magic Level must choose to receive either the Arcane Magic (Petty) or Black Magic (Petty) Sphere and chooses two Spells from the chosen list. The Binder may purchase the other casting system upon taking five Class Levels of Binder.
The Binder has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Black Magic (Petty)
- Arcane Magic (Battlecasting)
- Arcane Magic (Warchanting)
- Black Magic (Binding)
- Black Magic (Reaper)

Class Talents:

Skill Enhancements
Authoritative – The Binder gains +10 to Command Checks.
Moves Like Quicksilver – The Binder gains +10 to Dodge Blow Checks.
Skilled Driver – The Binder gains +10 to Drive Checks.
Battle Scars – The Binder gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Binder gains +10 to Intimidation Checks.
Born Rider – The Binder gains +10 to Riding Checks.
Smallboat Mastery – The Binder gains +10 to Rowing Checks.
Three Sheets to the Wind – The Binder gains +10 to Sailing Checks.
Wanderer – The Binder gains +10 to Survival Checks.
Confident Swimmer – The Binder gains +10 to Swimming Checks.
Enhanced Conduit – The Binder gains +10 to Channelling Checks.
Experienced the Arcane – The Binder gains +10 to Common Knowledge (Arcane Magic) Checks.
Experienced the Dark Arts – The Binder gains +10 to Common Knowledge (Black Magic) Checks.
In the Wars – The Binder gains +10 to Common Knowledge (War) Checks.

Skill Expertise: Expertise Talents may only be taken once the Binder has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Grizzled Veteran - The Binder's Toughness Bonus is increased by +1.
Turn the Blade – The Binder gains +10 to Parry Checks.
Guard the Flank - The Binder may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Hold the Line - Requires the Binder to be wielding a heavy or tower shield. Any enemy adjacent to the Binder may not move around the Binder unless they first Disengage.
Hard To Hit - Close Combat Attacks against the Binder are resolved at -10 to Hit.
Warcaster - The Binder gains a free Reaction every Combat Round they may use to cast a Cantrip of choice.
Magic Sense - Requires the Binder to have the Witchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Witchsight Check from the Binder. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Malevolent Conjuration - The Binder gains +1 Damage per Magic Level when using Conjured weapons.
Arcane Secrets - The Binder may purchase this Talent once per level to learn a new Spell from the character's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Arcane Magic (Battlecasting)
Greater Ward - The Binder's Arcane Ward Spell now grants Ward Damage Reduction equal to the Caster's Magic Level to all Hit Locations.
Swift Conjuration - The Binder may now Cast the Conjure Weapon Spell as a Free Action.
Elemental Calling - If the Binder casts the Conjure Weapon Spell, they may then Cast the Elemental Blade Spell as a Free Action.
Expanded Conjuration - The Binder may now create any melee weapon they choose with the Conjure Weapon Spell.
Allied Ward - The Binder may choose a single ally within 30 yards and Line of Sight to be targeted by the Arcane Ward Spell. Allocating the target is a Free Action.
Extensive Ward - When under the effects of Arcane Ward, the Binder may now expend Soulfire as normal to ignore the effects of Spells when they are within the area of effect. The spell functions normally, save the Binder is not affected by the Spell.
Non-Destructive Binding - The Binder's Arcane Magic (Battlecasting) Spells no longer consume their material components upon the end of the Spell's duration.
Black Magic (Petty)
Black Magic (Binding)
The Long War - The Binder may now cast Hellblade and Infernal Wounds on a ranged weapon, rather than only on a single piece of ammunition at a time. 
Black Sacrifice - If the Binder has an Investiture Spell active and kills a valid target, the Investiture's maximum duration is increased by D5 Combat Rounds.

Combat Manoeuvres:

Combat Manoeuvres
Blazing Lance - Requires the Binder to make a Channelling Check before attempting a Charge Attack with a weapon. If successful, Blazing Lance is resolved as a Charge Attack which causes an additional D5+Binder's Magic Level Fire Damage.
Cleave - Requires the Binder to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Binder may make another Full Attack on an adjacent target as a Free Action.
Crippling Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Crippling Blade is resolved as a Full Attack. If the Crippling Blade causes at least 1 point of Damage after Damage Reduction, the Hit Location struck by the Crippling Blade is considered to be afflicted by the Crippled Critical Effect .
Defensive Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Defensive Blade is resolved as a Quick Attack which, if it hits (regardless of causing Damage) provides a free Parry and +10 to all Parry Checks made by the Binder until their next turn.
Deflect Magic - Requires the Binder to have a shield equipped and to be targeted by a Spell described as a Magic Missile. The Binder may make a Parry Check, at -10 for every Magic Level the Caster has greater than the Binder, to Deflect the Spell, as a Ranged Attack Deflect.
Disorientating Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Disorientating Blade is resolved as a Quick Attack which, if it hits (regardless of causing Damage) inflicts a -20 to all Checks made by the target in the next Combat Round.
Grim Harvest - Requires the Binder to kill a target. Any allies of the target within 10 yards of the corpse must immediately make a Fear Check.
Reflect Magic - If the Binder with the Deflect Magic Talent makes a successful Deflect Ranged Attack Check against a Magic Missile, the Binder may make a Spell Combat Check. If successful, the Caster is considered to be the new target of the Spell.
Seismic Shield - Requires the Binder make a Parry Check. The Binder may then make a Channelling Check. If successful, any adjacent targets must make an Agility Check or be knocked Prone.
Singing Wind - Requires the Binder make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Singing Wind is resolved as a Quick Attack which incurs a Fear Check upon the target. The target is also pushed back directly 5 yards from the Binder.
Spellbreaker - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Spellbreaker is resolved as a Quick Attack which ignores all Damage Reduction granted to the target by Spells or otherwise magical effects. If Spellbreaker hits, (regardless of Damage caused) any enchantments upon a piece of armour upon the Hit Location of the Spellbreaker attack are considered to be disengaged for 1 hour per Binder's Magic Level. 
Thunderous Strike - Requires the Binder make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Thunderous Strike is resolved as a Full Attack, which causes an additional D5 Thunder Damage to the target. The target must then make a Toughness Check. If passed, the target is considered Staggered. If failed, the target is considered Stunned.
Vanishing Blade - Requires the Binder to make a Channelling Check before striking a target with a Close Combat Attack with a weapon. If successful, Vanishing Blade is resolved as a Full Attack with a -40 to the target's attempt to Parry or Dodge, unless they have True-Sight, or are otherwise capable of seeing invisible objects.

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

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Phoenixguard09

#5
Quote from: Druid
The Druid is primarily a battlefield control class in combat, but is able to provide service in just about any other role due to the Wildform ability. The Druid is a caster class, able to use Spirit Magic to Coerce Seelie spirits into performing magical effects, providing a great deal of lockdown abilities, and even some damage on the battlefield. The Druid is restricted to wearing light armour and can only wield basic weapons. Outside combat, the Druid's Wildform ability, Common Knowledge (Wilderness) and ability to communicate with spirits and animals makes them excellent scouts, especially in wilderness areas. Druids are also capable healers, and can even use this ability to obtain resources, though this is time-intensive.

Class Statistic Modifiers
+1 Health every 2nd Level
0 Initiative
+3 Willpower or Charisma
+2 Toughness or Perception
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Raise Power
- Practical Divination (Astrology)
- Practical Divination (Haruspicy)
- Practical Divination (Tasseography)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Spiritshaping (Seelie)* - PENDING REMOVAL
- Craft (Traps)
- Craft (Talismans)
- Wildform
- Veilsight
- Contacts (Spirits of the Wild)
- Contacts (Creatures of the Wild)

Class Mechanics:
- Animal Companion:
- Regional Bias:
- Veilsight:
- Wildform:

Class Magic:
The Druid has access to the Spirit Magic system of casting. A Druid taking their first Magic Level receives the Spirit Magic (Residual) Sphere and two Spells from that list.
The Druid has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Lands)
- Spirit Magic (Skies)
- Spirit Magic (Waters)
- Spirit Magic (Depths)

Class Talents:

Skill Enhancements
Bestial Empathy – The Druid gains +10 to Animal Care Checks.
Comfortable at Heights – The Druid gains +10 to Climbing Checks.
Lord of the Wilderness – The Druid gains +10 to Command Checks when commanding an allied animal.
Wilderness Concealment – The Druid gains +10 to Concealment Checks in outdoor areas.
Patch 'Em Up - The Druid gains +10 to Healing Checks.
Hands of the Healer – The Druid is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Born  Rider – The Druid gains +10 to Riding Checks.
Keen Eye – The Druid gains +10 to Search Checks.
Whisper in the Woods – The Druid gains +10 to Move Silently Checks.
Forager – The Druid gains +10 to Survival Checks when searching for Craft Ingredients.
Live Off The Land – The Druid gains +10 to Survival Checks.
Wanderer – The Druid gains +10 to Survival Checks.
Wildlore - The Druid is considered to have Advantage when making Survival Checks. Requires Live Off The Land and Wanderer.
Confident Swimmer – The Druid gains +10 to Swimming Checks.
Do as I Command – The Druid gains +10 to Animal Training Checks.
Friend of the Beasts – The Druid gains +10 to Animal Care and Animal Training Checks. Requires Bestial Empathy and Do As I Command.
Spirit Friends - The Druid gains +10 to Raise Power Checks.
Sidhe Attunement - The Druid is considered to have Advantage when making Raise Power Checks. Requires Spirit Friends.
Experienced Shifter - The Druid gains +10 to Wildform Checks.
Gift of the Wilds - The Druid is considered to have Advantage when making Wildform Checks. Requires Experienced Shifter.
Apothecary Training – The Druid gains +10 to Common Knowledge (Herblore) Checks.
Experience of the Sidhe – The Druid gains +10 to Common Knowledge (Sidhe) Checks.
Into the Wild – The Druid gains +10 to Common Knowledge (Wilderness) Checks.
Fetish-Crafter – The Druid gains +10 to Craft (Talismans) Checks.
Master Trapper – The Druid gains +10 to Craft (Traps) Checks.
Knowledge of the Stars – The Druid gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Sweat it Out – The Druid gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Druid has taken the +20 bonus in the Skill the Talent refers to.
Animal Expert – The Druid is considered to have Expertise when making Animal Care Checks.
Survival Expert - The Druid is considered to have Expertise when making Survival Checks.
Wildform Expert - The Druid is considered to have Expertise when making Wildform Checks.

Class Features
Eagle's Cry - The Druid knows the language of the spirits of birds. The Druid is considered to have a language in common with any bird. The Druid should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Beast Tongue - The Druid knows the language of the spirits of beasts. The Druid is considered to have a language in common with any mammal. The Druid should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Animal Friend - The Druid may choose a living creature in either the Tiny or Small Size Category. This creature is considered an Animal Companion, and follows those rules. After the character has accumulated 5 Levels of Druid , the character may choose another creature, as a second Animal Companion. This creature may be up to Medium in Size Category. Finally, after 10 Levels of Druid , the character may choose a third creature, this one up to Large in Size Category. A Druid may replace an Animal Companion at any Level.
Spirit Affinity - Whenever the Druid attempts to generate Spirit Power, increase the amount generated by +1.
Force of Will - Whenever the Druid attempts to generate Spirit Power, increase the amount generated by the first digit of either Charisma or Willpower depending on whether the Druid is attempting to Coerce or Dominate. Requires Spirit Affinity.

Wildform Enhancements
Resilient Wildform - The Druid does not take any penalties on their Wildform Destruction Check for taking damage beyond the Health threshold.
Wildform Mastery - The Druid may ignore the Wildform Destruction Check to avoid being Stunned when their Wildform is destroyed. Requires Resilient Wildform.
Easy Return - The Druid now no longer needs to spend a point of Soulfire to return to their natural shape.
Swifty Shifty - The Druid may now Wildform as a Half Action rather than a Full Action.
Savage Shape - The Druid gains access to the Wildform Combat Manoeuvre List, and may use any other Combat Manoeuvres they have which do not stipulate the use of a specific weapon group.
Diminutive Wildform - The Druid may now Wildform creatures of the Tiny Size Category.
Moderate Wildform - The Druid may now Wildform creatures of the Medium Size Category.
Greater Wildform - The Druid may now Wildform creatures of the Large Size Category.
Bestial Casting - The Druid may now Cast Spirit Magic Spells while in Wildform, requiring +2 Power to do so. The Druid may ignore the Gesture component, however an Incantation component, while not requiring the specific incantation still requires vocalisation.

Spell Enhancements
Spirit Magic (Residual)
Spirit Magic (Lands)
Crushing Boughs - Trees targeted by Woodland Awakening may make the equivalent of a Full Attack every Round on a target within 5 yards, with a To Hit target of 35, causing Bludgeoning Damage 5+D10.
Spirit Magic (Skies)
Spirit Magic (Waters)
Spirit Magic (Depths)


Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward


Quote from: Duellist
The Duellist acts mainly as a roving flanker in combat, although they are capable of acting as a secondary tank if necessary. The Duellist relies on high skill and speed, along with chained Combat Manoeuvres to contribute in combat, and is excellent at locking down and defeating a single very powerful opponent. The Duellist is not a caster class, and is restricted to wearing only light or medium armour, but can wield most weapons as they have access to the martial weapons list. Outside combat, the Duellist is able to perform in duels for the entertainment of others, and so make some coin. Access to Talents allow them to exercise their rogue-ish charm and act as an effective party face too. 

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+4 Dexterity or Agility
Light and Medium armour only.
Access to Common and Martial weapon lists.
1x rank in Unarmed, 1 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Performer (Duelling)
- Adrenaline
- Challenge
- Grappling
- Sleight of Hand
- Taunt
- Common Knowledge (Duelling)
- Contacts (Noble)
- Contacts (Mercenary Company)

Class Mechanics:
- Adrenaline:

Class Talents:

Skill Enhancements
Flexible – The Duellist gains +10 to Athletics Checks.
Dashing Figure – The Duellist gains +10 to Charm Checks.
Courtly Etiquette – The Duellist gains +10 to Charm Checks in formal environments.
Rough and Ready – The Duellist gains +10 to Charm Checks when dealing with soldiers.
Authoritative – The Duellist gains +10 to Command Checks.
Silver-Tongued Liar – The Duellist gains +10 to Deception Checks.
Many Faces – The Duellist gains +10 to Disguise Checks.
Moves Like Quicksilver – The Duellist gains +10 to Dodge Blow Checks.
Hard Bargain – The Duellist gains +10 to Haggling Checks.
Card Counting – The Duellist gains +10 to Gambling Checks.
Battle Scars – The Duellist gains +10 to Intimidation Checks when showing off their scars.
Born Rider – The Duellist gains +10 to Riding Checks.
Smallboat Mastery – The Duellist gains +10 to Rowing Checks.
Three Sheets to the Wind – The Duellist gains +10 to Sailing Checks.
Confident Swimmer – The Duellist gains +10 to Swimming Checks.
Irresistable Challenge - The Duellist gains +10 to Challenge Checks.
Knows Their Duellists – The Duellist gains +10 to Common Knowledge (Duelling) Checks.
Experienced Wrestler – The Duellist gains +10 to Grappling Checks.
En Garde! – The Duellist gains +10 to Perform (Duel) Checks.
Quick Hands – The Duellist gains +10 to Sleight of Hand Checks.
"Your Mother Was A Hamster!" – The Duellist gains +10 to Taunt Checks.
"And Your Father Smelt of Elderberries!" – The Duellist is considered to have Advantage when making Taunt Checks. Requires "Your Mother Was A Hamster!"
Biting Taunts - A successful Taunt will incur a -20 to a target's ability to refuse a Challenge should the Duellist issue one.

Skill Expertise: Expertise Talents may only be taken once the Duellist has taken the +20 bonus in the Skill the Talent refers to.
Expert Insults - The Duellist is considered to have Expertise when making Taunt Checks.

Class Features
Turn the Blade – The Duellist gains +10 to Parry Checks.
Solo-Fighter – The Duellist gains +10 to Parry Checks in single combat.
Hard To Hit - Close Combat Attacks against the Duellist are resolved at -10 to Hit.
Off-Hand Parry - If the Duellist is wielding a weapon in their off-hand, they may exchange the free Quick Attack granted by the weapon, for a free Parry instead, resolved with the normal -10 for using the off-hand.
Preternatural Speed - The Duellist may attempt to actively block ranged attacks. Preternatural Speed works exactly the same way as a Parry, but the target number is the attacker's Ranged Combat Skill, rather than Close Combat. Note, if successful, the Ranged Combat attack is resolved against the Duellist's weapon.
Lightning Parry - If the Duellist is wielding a weapon capable of providing a Parry, the Duellist is considered to have a free Parry every Round.
Cunning Thrust - The Duellist may add the first digit of their Intelligence Statistic to Damage caused by close combat attacks.
Swordsman's Grace - If the Duellist is capable of movement, they may use the first digit of their Agility, instead of their Toughness Modifier for Damage Reduction.
No Challenge Too Great - The Duellist is immune to any Morale-based effects incurred by the target of a successful Challenge attempt.

Adrenaline Enhancements
In A Time Of Need - The Duellist may re-roll the Initiative Check incurred by Spiking Adrenaline.
Wringing the Cloth Dry - If all Soulfire is expended, the Duellist may exchange a single point of Health in order to Spike Adrenaline. Success will generate the normally associated Adrenaline, but will only cost a single point of Health.
Steely Control - A failed Adrenaline Spiking Initiative Check is now considered a Straight Pass and will provide a transfer of 1 Soulfire to 1 Adrenaline.
Adrenal Speed - Having Adrenaline in the Duellist's system will now increase the Duellist's Speed by +10 instead of +5.
Adrenal Ferocity- Having Adrenaline in the Duellist's system will now increase the Duellist's Strength by +10 instead of +5.
Adrenal Prowess - Having Adrenaline in the Duellist's system will now increase the Duellist's Dexterity by +10 instead of +5.
Adrenal Clarity - Having Adrenaline in the Duellist's system will now increase the Duellist's Intelligence by +5.
The Quickening - Once per Round, the Duellist may spend 1 Adrenaline to gain a Full Action. This may be utilised alongside the usual Adrenaline ability to gain a Half Action once per Round. 
The Confidence - The Duellist may expend 1 Adrenaline to gain Advantage on any single Check they are required to make.
The Temerity - The Duellist may expend 1 Adrenaline to automatically pass an Intimidation or Fear Check.
The Impetuosity - The Duellist may now expend up to 2 Adrenaline at a time to gain an additional Damage Dice when rolling Damage in Close Combat.
The Audacity - Once per Combat Round, the Duellist may expend 1 Adrenaline to immediately interrupt the turn of another character within 15 yards with an available Half Action. Note, the Duellist cannot use additional Adrenaline during this Interrupt.

Combat Manoeuvres:

Combat Manoeuvres
Flurry
Heartseeker - Requires the Duellist make a Called Charge Attack to the Torso Hit Location of a living Wounded target. A Heartseeker Attack gains +10 Critical Range and is otherwise resolved as a Charge Attack.
Raking Strike - Requires the Duellist to have made a successful Parry or Dodge Check and to be in close combat with a valid target. A successful Raking Strike is resolved as a Quick Attack with an additional D10 Damage. In addition to this, if a valid enemy target is within the Duellist's reach after a Disengage Move action, the Duellist is considered to have successfully made a Disengage Check and as a Free Action, may move freely without incurring an Attack of Opportunity as long as the Duellist is now engaged with the new target.
Agonising Blow - Requires the Duellist to make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Swift Disengage - Requires the Duellist to successfully land a strike in Close Combat without being Parried or Dodged. The Duellist is able to immediately Disengage from combat and make a move of up to half the Duellist's Speed as a Free Action. This Disengagement and movement does not trigger Attacks of Opportunity.
Fall On Their Own Blades - Requires the Duellist to successfully Parry a close combat Attack made upon them, and be engaged in close combat with at least one other enemy. If the Parry is successful, the initial close combat Attack is resolved against the other enemy. 
Deathsword -
Seize the Moment - Requires the Duellist to successfully make a Parry in close combat. The Duellist is considered to immediately be able to make a Riposte attack as a Free Action. If the Parry would normally trigger a Riposte, the Duellist may make both of these attacks as Free Actions.


Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward


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#6
Quote from: Enchanter
The Enchanter is primarily a utility and support class which has the ability to create artifice which lets them perform several different roles on a limited basis. This is achieved through their use of Rune Crafting and Enchanting. While the Enchanter interacts with magic through these, and often channels specific magics while doing so, they are not considered a caster class. The interaction is limited to a purely scientific base, though the use of the wand artifice lets them essentially moonlight as a caster given enough preparation. The Enchanter is restricted to wearing Light armour and may only wield Common weapons, excluding their apparatus. Outside of combat the Enchanter has the ability to create rare and extremely lucrative pieces of magic equipment, though the resource investment and clients in need of such specific artifice can be a challenge in certain regions.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+1 Soulfire
+5 Dexterity or Intelligence
+3 Intelligence or Willpower
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Study
- Craft (Apparatus)
- Craft (Enchantment)
- Craft (Runes)
- Craft (Transmutation)
- Academic Knowledge (Enchantment)
- Academic Knowledge (Magic)
- Academic Knowledge (Otherworld)
- Academic Knowledge (Sidhe)
- Common Knowledge (Technology)
- Contacts (Mage)
- Contacts (Merchant)
- Contacts (Noble)

Class Mechanics
Enchantment

Transmutation

Leylines

Class Talents:

Skill Enhancements
Skilled Driver – The Enchanter gains +10 to Drive Checks.
Take The Wheel – The Enchanter gains an additional +10 to Drive Checks. Requires Skilled Driver.
Appraising Eye – The Enchanter  gains +10 to Evaluation Checks.
Arcane Appraisal - The Enchanter is considered to have Advantage when making Evaluation Checks on magical objects or creatures. Requires Appraising Eye.
Spot The Weakness – The Enchanter gains an additional +10 to Evaluation Checks. Requires Appraising Eye.
Mind For Value – The Enchanter is considered to have Advantage when making Evaluation Checks. Requires Spot The Weakness.
Fair Pay – The Enchanter gains +10 to Haggling Checks.
Shopkeeper's Worst Nightmare – The Enchanter is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Keen Eye – The Enchanter gains +10 to Search Checks.
Mind Of Gears – The Enchanter gains +10 to Common Knowledge (Technology) Checks.
Technological Brilliance – The Enchanter is considered to have Advantage when making Common Knowledge (Technology) Checks. Requires Mind of Gears.
Master Craftsman – The Enchanter gains +5 to all Craft Checks.
Mastery of Runes – The Enchanter gains +10 to Craft (Runes) Checks.
Master Enchanter – The Enchanter gains a +10 to Craft (Enchantment) Checks.
Studious – The Enchanter gains a +10 to all Study Checks

Skill Expertise: Expertise Talents may only be taken once the Guardian has taken the +20 bonus in the Skill the Talent refers to.
Expert Appraisal – The Enchanter is considered to have Expertise when making Evaluation Checks.
Expert Enchanter – The Enchanter is considered to have Expertise when making Enchantment Checks.
Expert Runework – The Enchanter is considered to have Expertise when making Craft (Rune) Checks.

Class Features
Renewed Focus - IN PROGRESS
Artefact Analysis - The Enchanter may make an Evaluation Check to identify a magical item.
Superior Understanding - The Enchanter possesses an additional 'Attunement' slot for magical items.
Quick Study - Study Checks performed by the Enchanter are completed in two thirds the time it would normally take.
Intimate Enchanting - The Enchanter spends hours inspecting and studying the objects they Enchant. When an Enchanter fully Enchants or Studies a weapon, they gain 1 rank of Proficiency in the weapon-group. This applies to any weapon the Enchanter may work upon, even those outside the Common Weapon list.
Expanded Mind - The Enchanter's Enchantment List is increased by +2.

Discovery - The Enchanter may purchase this Talent once per level to learn a new Craft Formulae.

Wand Enhancements
Field Charge - Once per day, as a Free Action, the Enchanter may roll a D10 to expend all their Soulfire in order to charge an Attuned wand up to the rolled value, so long as it does not exceed their current Soulfire.
Quick Charge - The Enchanter may sacrifice their Movement action in a Combat Round to gain another attempt Charge an Attuned wand.
Channel Hopping - Changing the Settings of an Attuned wand becomes a Swift Action.
Button Mash - Once per day, as a Free Action, the Enchanter may elect a target within line of sight and then expend a Charge from their Attuned wand. Randomly determine the wand's Settings and resolve the Action.

Craft Enhancements
Anything, Anywhere, Anytime - The Enchanter may ignore the penalty when considered to be Field Crafting.
Tracing Paper - When crafting an Enchantment, if the Object/Creature from which the magical effect is being based is available on-hand to the Enchanter, the degrees of success are considered doubled.
Effective Siphoning - The Enchanter doubles the effects of Craft Checks used to empower or Charge a Wand.
Enchanted Edge - Any weapon Enchanted by the Enchanter, regardless of the effect, does an additional +2 Damage.
Warded Work- Any Armour Enchanted by the Enchanter, regardless of the effect, has +1 AV to each Hit Location it covers.
Blood, Sweat And Tears - The Enchanter dedicates their literal blood, sweat and tears to complete an Enchantment - the Enchanter can add an extra D10 success to their Craft (Enchantment) Check at the cost of 1 Health.
Elemantist - Craft (Transmutation) Checks will now result in no loss when Transmuting between items in the same tier (ie Wood to Stone)

Rune Enhancements
Space Saver - The Enchanter can craft a single additional Rune Slot on any applicable item. This Rune's Difficulty is increased when Crafting by +30.
Skilled Hand - The Enchanter may reduce the Difficulty of a Rune by 5, to a minimum requirement of 5+
Runic Efficiency - Should a Rune have an explicit number of Charges available, if crafted by the Enchanter, the number of charges the Rune possesses is considered to be doubled.
Material Gorl - The Enchanter can apply Runes to any inert material, though the quality of said material will still affect whether it can hold runes.


Class Rewards

Utility Reward - Dual Alignment
Teamwork Reward - Many Hands, Light Work
Branch 1 Reward - Unholy Enchantment
Branch 2 Reward - A Counter To Balance
Branch 3 Reward - Pure Brilliance




Quote from: Guardian
The Guardian is primarily a tank class, although it is easy to create a Guardian which is good at causing damage too. The Guardian works best in a mixed support and tank role, able to provide the rest of the party with beneficial shielding effects, while also attracting the attention of the enemy's heaviest hitters and shrugging it off. The Guardian is a caster class, with access to the Arcane Magic (Petty) and (Guardian) Spheres. The Guardian is able to wear any armour and wield most weapons, with access to the martial weapons list. Outside combat, the Guardian is quite limited, but in combat, they are fantastic.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+3 Strength or Dexterity
+3 Willpower or Toughness
No armour restrictions.
Access to Common and Martial weapon lists.
1x rank in Unarmed, 1 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Channelling
- Grappling
- Taunt
- Channelling
- Wytchsight
- Common Knowledge (War)
- Contacts (Noble)
- Contacts (Mercenary Company)

Class Mechanics


Class Magic:
The Guardian has access to the Arcane Magic system of casting. A Guardian taking their first Magic Level receives the Arcane Magic (Petty) Sphere and one Spell from that list.
The Guardian has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Guardian)

Class Talents:

Skill Enhancements
Authoritative – The Guardian gains +10 to Command Checks.
Tactical Mind – The Guardian gains +10 to Command (Tactical) Checks.
Skilled Driver – The Guardian gains +10 to Drive Checks.
Patch 'Em Up – The Guardian gains +10 to Healing Checks.
Battle Scars – The Guardian gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Guardian gains +10 to Intimidation Checks.
Born Rider – The Guardian gains +10 to Riding Checks.
Smallboat Mastery – The Guardian gains +10 to Rowing Checks.
Helmsman – The Guardian gains +10 to Sailing Checks.
Experienced the Arcane – The Guardian gains +10 to Common Knowledge (Arcane Magic) Checks.
In the Wars – The Guardian gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Guardian gains +10 to Grappling Checks.
Turn the Blade – The Guardian gains +10 to Parry Checks.

Skill Expertise: Expertise Talents may only be taken once the Guardian has taken the +20 bonus in the Skill the Talent refers to.
Expert Rider - The Guardian is considered to have Expertise when making Riding Checks.

Class Features
Grizzled Veteran - The Guardian's Toughness Bonus is increased by +1.
Toughen Up - The Guardian gains +1 Health every level, instead of every second level.
Shield Wall - The Guardian may attempt to Parry any attacks made against an adjacent ally if they have a Parry attempt available.
Staunch Defender - A successful Shield Wall Parry Check will grant another Parry attempt which will last until the start of the Guardian's next Turn.
Immovable Object - The Guardian gains the effects of the Sturdy Trait.
Guard the Flank - The Guardian may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Deflect - The Guardian may use a shield to actively block ranged attacks. Deflect works exactly the same way as a Parry, but the target number is the attacker's Ranged Combat Skill, rather than Close Combat.
Defender's Resolve - Once per Combat Round, upon taking Damage, the Guardian gains a free Parry reaction.
Retribution - The Guardian's Countering Slash no longer has any Action requirements and may be utilised once per Guardian's attacker each Round.
Valorous Defence - The damage inflicted by a blow upon an unsuccessful Shield Wall attempt will now be resolved against the Guardian, not the intended target.
Defy Pain - The Guardian may re-roll failed Checks to resist the Pain status effect. The Guardian may also re-roll any failed Shock Check upon taking a Mortal Wound.
Hold the Line - Requires the Guardian to be wielding a heavy or tower shield. Any enemy adjacent to the Guardian may not move around the Guardian unless they first Disengage.
Survivor - Once per Turn, upon taking Damage, the Guardian may make a Toughness Check. If successful, the Guardian regains a single point of Health.
Avenger - If an adjacent ally is Incapacitated, the Guardian immediately gains +10 to Hit until the next Long Rest.

Arcane Secrets - The Guardian may purchase this Talent once per level to learn a new Spell from one of the Guardian's available Spell Lists.

Combat Manoeuvres
Act Of Desperation - Upon an ally within 15 yards being Incapacitated, the Guardian immediately gains a Half Action to use which Interrupts the current Turn.
Cleave - Requires the Guardian to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Guardian may make another Full Attack on an adjacent target as a Free Action.
Glorious Cleave - Requires the Guardian to have killed their second target with a successful Cleave attack. The Guardian may make an additional Full Attack as a Free Action against any valid adjacent targets as long as the previous target was killed by the Guardian's Cleave attack.
Grim Resolve - Requires the Guardian accept a Charge Attack from an enemy. The Guardian's Damage Reduction on all hit locations is doubled for until the start of their next Turn.
Have a Nice Trip - Requires the Guardian to be wielding a weapon with the Reach quality. Have a Nice Trip is resolved as a Quick Attack against a target within range, within one size category's difference and with discernible anatomy (ie. legs), but instead of making a standard To Hit Check, the Guardian may make a Strength or Dexterity Check. If this succeeds, the target is considered to have been hit and is considered Prone. Have a Nice Trip may be Dodged or Parried like a normal Attack.
Immovable Object - Requires the Guardian be targeted by a Close Combat attack which causes forced movement. The Guardian may re-roll any Resistance Checks this attack incurs, or make a Strength Check to resist the effect should no such Resistance Check be normally mandated. If successful, the Guardian may make a Quick Attack as an immediate Free Action against the attacker.
None Shall Pass - Requires the Guardian to be wielding a heavy or tower shield and not to have Moved since their last Turn. The Guardian may nominate a target within their Line of Sight. The first attack made against the Guardian by that target determines Damage counting the Guardian's normal Damage Reduction as x2.   
Warden's Duty - Requires the Guardian successfully make a Shield Wall Parry and to be armed with a melee weapon. The Guardian immediately may make a Quick Attack upon the attacker as a Reaction, following all the normal rules for a Quick Attack.
Victorious Surge
Heroic Strike
Shield Bash
Countering Slash - Requires the Guardian to have been the target of a Close Combat Attack and to be armed with a melee weapon. The Guardian immediately may make a Quick Attack as a Reaction, following all the normal rules for a Quick Attack.
Destroyer
Smite - Requires the Guardian to have made a Charge Attack. Resolve as a Full Attack. Once Damage has been calculated, the Guardian may make a Contested Strength Check against the target. If the Guardian is successful, the target is knocked Prone.
No Mercy - Requires the Guardian to have knocked a target Prone with a successful Smite. Resolve as an immediate free Quick Attack upon the Prone target. [/color]

Spell Enhancements
Unyielding Might and Valour - Company Valour and Company Might now last 1x minute per Caster's Magic Level.
Beacon of Hope - The effective ranges of all Arcane (Guardian) Spells cast by the Guardian are considered to be doubled.
Comfortable Casting - The Guardian gains +1 to Cast all Arcane Spells.


Class Rewards

Utility Reward -
Teamwork Reward - Defensive Line -
Branch 1 Reward - Tenacious Defence -
Branch 2 Reward
Branch 3 Reward


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Phoenixguard09

#7
Quote from: Lorekeeper
The Lorekeeper is a particularly versatile primary caster class. While not naturally a combat powerhouse, the Lorekeeper is able to provide significant advantages to a party out of combat situations, acting as a repository of knowledge. With access to a vast array of differing magical disciplines, the Lorekeeper is able to access both Arcane and Black Magic, able to choose from the (Petty) Sphere of either denomination, however it is in Lore Magic where the Lorekeeper comes into its own. This enables the Lorekeeper to find and craft their own unique spells. The Lorekeeper is greatly restricted in the weapons and armour they can wear and wield, but that matters little when compared to their sheer utility both in and out of combat.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+3 Intelligence or Willpower
+1 Soulfire
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency.

Class Skills:
- Academy Training
- Channelling
- Spell Combat
- Summoning
- Wytchsight
- Craft (Arcane Focus)
- Craft (Scrolls)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Tarot)
- Academic Knowledge (History)
- Academic Knowledge (Literature)
- Academic Knowledge (Magic)
- Academic Knowledge (Nobility)
- Academic Knowledge (Otherworld)
- Common Knowledge (Arcane Magic)
- Common Knowledge (Black Magic)
- Common Knowledge (Otherworld)
- Contacts (Noble)
- Contacts (Mage)
- Contacts (Archive)

Class Mechanics
- Channelling:
- Craft (Scrolls):
- Wytchsight:

Class Magic:
The Lorekeeper has access to the Arcane, Black and Lore Magic systems of casting. A Lorekeeper taking their first Magic Level receives either the Arcane Magic (Petty), Black Magic (Petty) or Lore Magic (Core) Sphere and two Spells from that list.
The Lorekeeper has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Black Magic (Petty)
- Lore Magic (Core)
- Lore Magic (Ancient)
- Lore Magic (Dark)
- Lore Magic (Prophetic)
- Lore Magic (War)

Class Talents:

Skill Enhancements
Appraising Eye – The Lorekeeper gains +10 to Evaluation Checks.
Fair Pay - The Lorekeeper gains +10 to Haggling Checks.
Keen Eye – The Lorekeeper gains +10 to Search Checks.
Studious - The Lorekeeper gains +10 to Search Checks when studying books or other records.
Bookworm - The Lorekeeper is considered to have Advantage when making Search Checks while studying books or other records.
Knowledge of the Stars – The Lorekeeper gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Enhanced Conduit – The Lorekeeper gains +10 to Channelling Checks.
Wide Studies - The Lorekeeper gains +5 to all Academic Knowledge Checks.
Specific Field of Study - The Lorekeeper gains +10 to an Academic Knowledge discipline of choice. The Lorekeeper may purchase this Talent again upon future Levels for other disciplines.
Experienced the Arcane – The Lorekeeper gains +10 to Common Knowledge (Arcane Magic) Checks.
Experienced the Dark Arts - The Lorekeeper gains +10 to Common Knowledge (Black Magic) Checks.
Experienced the Otherworld - The Lorekeeper gains +10 to Common Knowledge (Otherworld) Checks.
Skilled Scribe – The Lorekeeper gains +10 to Craft (Scroll) Checks.
Master Scribe - The Lorekeeper is considered to have Advantage when making Craft (Scroll) Checks. Requires Skilled Scribe.
Skill Expertise: Expertise Talents may only be taken once the Lorekeeper has taken the +20 bonus in the Skill the Talent refers to.
Expert Scribe - The Lorekeeper is considered to have Expertise when making Craft (Scroll) Checks.
In Search of Perfection - The Lorekeeper may take a Craft (Scroll) Check at a -10 penalty to modify an existing completed Lore Magic Spell.
Master of Academia - The Lorekeeper is considered to have Expertise when making Academic Knowledge Checks in a single Knowledge discipline. Provided the prerequisites are met, the Lorekeeper may purchase this Talent again upon future Levels for other disciplines.

Class Features
Speed Reading - The Lorekeeper may read any text in two thirds the time it would normally take.
Speed Writing - The Lorekeeper may make Craft (Scroll) Checks in 20 minutes, rather than 30 minutes. Any writing the Lorekeeper undertakes is also subject to the same bonus.
Deadline Mode - While in the first Bracket of Exhaustion, the Lorekeeper may make Craft (Scroll) Checks in 15 minutes. These Craft (Scroll) Checks are not subject to the negative for being attempted while Exhausted, and are instead resolved with a +10 bonus.
Arcane Mastery - The Lorekeeper adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Eschew Materials - The Lorekeeper no longer needs Material Components when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Lorekeeper has access to.
Silent Casting - The Lorekeeper no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Lorekeeper has access to.
Dual Casting - The Lorekeeper may cast more than one Spell in a single Combat Round. Any additional Spells cast using this Talent must be a Cantrip.
Practical Casting - Upon suffering a Miscast, the Lorekeeper may expend a Half Action to make a Channelling Check. If successful, the effects of the Miscast are ignored.
Magic Sense - Requires the Lorekeeper to have the Witchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Witchsight Check from the Lorekeeper. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.

Arcane Secrets - The Lorekeeper may purchase this Talent once per level to learn a new Spell from one of the Lorekeeper's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Black Magic (Petty)

Lore Magic (Core)
Refined Recall - Upon Casting a Lore (Core) Spell, the Lorekeeper may make a Channelling Check. If successful, the power within the Scroll is not consumed and may be used again.
Lore Magic (Ancient)
Lore Magic (Dark)
Lore Magic (Prophetic)
Lore Magic (War)

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward



Quote from: Mage
The Mage can play a variety of roles, but are usually best served as either battlefield control or just sheer blasters. The Mage has access to plenty of magic, which can be used in a variety of roles. The Mage is, obviously, a caster class, with access to Petty Magic and the Arcane Magic (Aeromancy), (Aquamancy), (Geomancy), (Kineticism) and (Pyromancy) Spheres. The Mage is restricted to wearing only light armour and wielding basic weapons. Outside combat the Mage is quite versatile, able to use magic to provide small bonuses in many different challenges.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+2 Soulfire
+2 Willpower
+3 Intelligence
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency

Class Skills:
- Academic Knowledge (Arcane Magic)
- Common Knowledge (Arcane Magic)
- Channelling
- Spell Combat
- Wytchsight
- Craft (Arcane Focus)
- Contacts (Mage)

Class Mechanics:
- Arcane Contingency:
- Channelling:
- Familiar:
- Wytchsight:

Class Magic:
The Mage has access to the Arcane Magic system of casting. A Mage taking their first Magic Level receives the Arcane Magic (Petty) Sphere and three Spells from that list.
The Mage has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Aeromancy)
- Arcane Magic (Aquamancy)
- Arcane Magic (Geomancy)
- Arcane Magic (Kineticism)
- Arcane Magic (Pyromancy)

Class Talents:

Skill Enhancements
Appraising Eye – The Mage gains +10 to Evaluation Checks.
Fair Pay - The Mage gains +10 to Haggling Checks.
Imposing Figure – The Mage gains +10 Intimidation Checks.
Keen Eye – The Mage gains +10 to Search Checks.
Aethyric Attunement – The Mage gains +10 to Channelling Checks.
Enhanced Conduit – The Mage gains +10 to Channelling Checks.
As Easy As Breathing - The Mage is considered to have Advantage when making Channelling Checks.
Experienced the Arcane – The Mage gains +10 to Common Knowledge (Arcane Magic) Checks.
Knowledge of the Stars – The Mage gains +10 to Survival (Navigation) Checks if they're able to see the stars.

Skill Expertise: Expertise Talents may only be taken once the Mage has taken the +20 bonus in the Skill the Talent refers to.
Expert Channeller - The Mage is considered to have Expertise when making Channelling Checks.

Class Features
Arcane Mastery - The Mage adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Dual Casting - The Mage may cast more than one Spell in a single Combat Round. Any additional Spells cast using this Talent must be a Cantrip.
Eschew Materials - The Mage no longer needs Material Components when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Mage has access to.
Silent Casting - The Mage no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Mage has access to.
Warcaster - The Mage gains a free Reaction every Combat Round they may use to cast a Cantrip of choice.
Magic Sense - Requires the Mage to have the Witchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Witchsight Check from the Mage. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Aethyric Reserves - When taking an advance in Magic Level, the Mage gains +2 Soulfire, instead of the regular +1.
Enhanced Focus - Whenever the Mage rolls to Cast an Arcane Magic Spell, ensure the Cantrip Dice is of a unique design or colour. This dice does not count towards any Miscast the Mage may roll.
Sublime Focus - The Mage is considered to have a second Cantrip Dice, subject to the same bonus as Enhanced Focus. Requires Enhanced Focus.
Arcane Contingency - The Mage may select both a Spell and a Trigger during Downtime. Upon the Trigger being hit, the Spell is cast automatically.

Arcane Secrets - The Mage may purchase this Talent once per level to learn a new Spell from one of the Mage's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Arcane Magic (Aeromancy)
Arcane Magic (Aquamancy)
Frostbite - Any targets successfully targeted by the Mage's Touch of Frost and Flash Freeze Spells must, for the duration they are affected by the Spell, pass a Toughness Check at the start of their Turn or take D5 Cold Damage.
Arcane Magic (Geomancy)
Arcane Magic (Kineticism)
Astral Cascade - The Mage may now throw a number of blades equal to their Magic Level when casting Astral Blades. These additional blades must each roll to Hit individually and can be used to target separate enemies.
Arcane Magic (Mentalism)
Arcane Magic (Pyromancy)
Ashen Fields - For each Combat Round Flaming Winds remains in effect, the Mage may make a Channelling Check. If successful, the Mage may increase the radius of the spell's area of effect by 5x yards. They may do this a number of times equal to their Magic Level.

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward: 2 dice cantrip
Branch 2 Reward
Branch 3 Reward

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Phoenixguard09

#8
Quote from: Marshall
The Marshall is mainly a mundane support character, with a reasonable amount of personal survivability. The Marshall is best served providing significant bonuses to allies around them, using their unique Warcry and Tactica systems and judicious use of their various enhancements to the Command Skill to support their allies. The Marshall shines in open battlefield situations, but has a reasonable amount of utility out of combat in a social setting too, able to use their intelligence and forceful personality to get what they need.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+3 Intelligence
+2 Charisma or +1 Perception
+2 Perception or +1 Charisma
No armour restrictions.
Access to the Common, Martial and Specialist Ranged weapon lists.
1 Common Weapon Proficiency.

Class Skills:
- Grappling
- Tactica
- Perform (Orator)
- Academic Knowledge (History)
- Common Knowledge (War)
- Contacts (Mercenary Company)

Class Mechanics:
- Tactica: Upon the party rolling Initiative at the beginning of an encounter, but before the encounter itself actually begins, the Marshall may roll a Tactica Check (keyed off Intelligence). Each degree of success garnered by the Tactica Check allows the Marshall's player to adjust the Initiative order by that many points. For example, a Marshall garnering five degrees of success on their Tactica Check will allow the player to adjust the position of up to five combatants, whether they be allies or enemies, by one point each, to take one enemy and drop them down the ranking a full five points, or to take one ally and provide them an increase of five points or any combination of the above. 
- Warcry:

Class Talents:

Skill Enhancements
Authoritative – The Marshall gains +10 to Command Checks.
Naval Discipline - The Marshall gains +10 to Command (Sailing) Checks.
Masterful Strategist - The Marshall gains +10 to Command (Strategy) Checks.
Tactical Mind – The Marshall gains +10 to Command (Tactical) Checks.
Militia Training - The Marshall gains +10 to Command (Training) Checks.
Drillmaster - The Marshall gains +10 to Command (Training) Checks. Requires Militia Training.
Warleader - The Marshall is considered to have Advantage when making Command (Strategy) Checks.
Expert Driver – The Marshall gains +10 to Drive Checks.
Battle Scars – The Marshall gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Marshall gains +10 to Intimidation Checks.
Expert Rider – The Marshall gains +10 to Riding Checks.
Helmsman – The Marshall gains +10 to Sailing Checks.
In the Wars – The Marshall gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Marshall gains +10 to Grappling Checks.
Turn the Blade – The Marshall gains +10 to Parry Checks.
Experienced Tactician - The Marshall gains +10 to Tactica Checks.

Skill Expertise: Expertise Talents may only be taken once the Marshall has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Inspiring Presence - Increase Leadership Effect.
Majesty of Command - Increase Leadership Range and effect. Requires Inspiring Presence.
Helping Hand - Upon performing an Assistance Check for any Skill the Marshall has taken a +20 in, all degrees of success are counted for the Marshall's Assistance, not just one.
Chessmaster's Detachment - The Marshall is personally immune to any Morale Checks which might be incurred by effects inflicted upon specifically an area or any others around the Marshall. The effect must specifically be inflicted upon the Marshall to be effective.
Motivation Through Fear - Upon calling for a Command Check, make a Cause Fear Check. Each degree of success is added to the following Command Check, should the Command Check be successful. If the Marshall can inflict a Terror Check instead of Fear, treat as the same, but in this case, should the Command Check be unsuccessful, the Marshall may re-roll it.

Massed Combat Manoeuvres (Warcries?)
Darken The Skies - Bonus to Command (Tactical) Volleys
Hold The Line - Resist forced movement, bonus to morale, (bonus to Parry?)
Massed Charge - Increase Charge Bonuses for Large-Scale Charge Assault (cavalry only?)
Stand Your Ground - Increase Leadership Effect, bonus to morale. Re-roll Rout Check?


Combat Manoeuvres:

Combat Manoeuvres
Ring the Bell - Requires the Marshall to have successfully Parried an enemy strike while wielding a shield of any kind. The Marshall may make a Called Quick Attack to the Head Hit Location of the Parried attacker as an immediate Free Reaction. On a successful hit, the target is Staggered and must pass a Toughness Check (negative equal to the Marshall's Strength Modifier x10) or be Stunned.

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward


Quote from: Mesmer
The Mesmer is predominantly a battlefield control specialist, able to use magic to mess with enemy minds, even going so far as Domination effects. The Mesmer is a caster class, with access to Petty Magic and the Arcane Magic (Illusion) and (Mental) Spheres. The Mesmer is restricted to wearing only light armour and can only wield basic weapons. Outside combat, the Mesmer is quite versatile, able to use their skills with illusions and hypnotism to perform for crowds, although they must be careful where they do this as not everyone likes magic. They are also capable thieves, and due to their abilities make excellent scouts. They can also use their magic to boost their abilities as the party face.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+2 Soulfire
+2 Willpower or Dexterity
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Channelling
- Dreamshape
- Lockpicking
- Hypnotism
- Perform (Illusions)
- Mesmerisation
- Sleight of Hand
- Wytchsight
- Practical Divination (Oneiromancy)
- Common Knowledge (Arcane Magic)

Class Mechanics:
- Disbelief:
- Dreamshaping:
- Mesmerisation:
- Shattering: As a Free Action on their Turn, the Mesmer may Shatter any/all active Illusions they have currently active. Shattering an Illusion ends the effect immediately, but has no other native effect, however many Spells and Talents will provide additional effects upon Shattering.

Class Magic:
The Mesmer has access to the Arcane Magic system of casting. A Mesmer taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Mesmer has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Illusions)
- Arcane Magic (Mentalism)

Class Talents:

Skill Enhancements
Flexible – The Mesmer gains +10 to Acrobatics Checks.
Tumbling – The Mesmer gains +10 to Acrobatics Checks.
Dashing Figure – The Mesmer gains +10 to Charm Checks.
Trusted Face – The Mesmer gains +10 to Charm Checks.
In the Shadows – The Mesmer gains +10 to Concealment Checks.
Blend into the Crowd – The Mesmer gains +10 to Concealment Checks in crowded areas.
Silver-Tongued Liar – The Mesmer gains +10 to Deception Checks.
Can't Believe A Word - The Mesmer is considered to have Advantage when making Deception Checks. Requires Silver-Tongued Liar.
Shadows and Vapours – The Mesmer gains +10 to Disguise Checks.
An Eye For Tells - The Mesmer gains +10 to Evaluation (Insight) Checks.
Purpose Revealed - The Mesmer is considered to have Advantage when making Evaluation (Insight) Checks. Requires An Eye For Tells.
Card-Counting – The Mesmer gains +10 to Gambling Checks.
Keen Eye – The Mesmer gains +10 to Search Checks.
Silent as the Grave – The Mesmer gains +10 to Silent Move Checks.
Enhanced Conduit – The Mesmer gains +10 to Channelling Checks.
Experienced the Arcane – The Mesmer gains +10 to Common Knowledge (Arcane Magic) Checks.
Crafter of Dreams - The Mesmer gains +10 to Dreamshape Checks.
Oneiromantic Mastery – The Mesmer considered to have Advantage when making Dreamshape Checks. Requires Crafter of Dreams.
Master Hypnotist – The Mesmer gains +10 to Hypnotism Checks.
Nothing is Safe – The Mesmer gains +10 to Lockpicking Checks.
Master of Illusion – The Mesmer gains +10 to Perform (Illusions) Checks.
Quick Hands – The Mesmer gains +10 to Sleight of Hand Checks.

Skill Expertise: Expertise Talents may only be taken once the Mesmer has taken the +20 bonus in the Skill the Talent refers to.
Expert Liar - The Mesmer is considered to have Expertise when making Deception Checks.
Master of Disguise - The Mesmer is considered to have Expertise when making Disguise Checks.


Class Features
Arcane Mastery - The Mesmer adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Dual Casting - The Mesmer may cast more than one Spell in a single Combat Round. Any additional Spells cast using this Talent must be a Cantrip.
Silent Casting - The Mesmer no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Mesmer has access to.
Aethyric Reserves - When taking an advance in Magic Level, the Mesmer gains +2 Soulfire, instead of the regular +1.
Enhanced Focus - Whenever the Mesmer rolls to Cast an Arcane Magic Spell, ensure the Cantrip Dice is of a unique design or colour. This dice does not count towards any Miscast the Mesmer may roll.
Magic Sense - Requires the Mesmer to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Mesmer. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Caught in the Lie - The Mesmer may re-roll any failed Deception Check.

Arcane Secrets - The Mesmer may purchase this Talent once per level to learn a new Spell from one of the Mesmer's available Spell Lists.

Spell Enhancements
Arcane Magic (Petty)
Arcane Magic (Illusions)
Absolute Control - The Mesmer's Illusions no longer incur an automatic Disbelief Check.
Swift Changing - The Mesmer's Alter Self Spell may be cast as a Swift Action.
Shatterpoint - The Mesmer may make a Channelling Check when Shattering an Illusion. Failure causes the Illusion to Shatter as normal, but success causes D10+ Caster's Magic Level Psychic Damage to any sentient target within 5 yards. Targets unable to see the Illusion for whatever reason are immune to the effects of the Shatter.
Shifting Illusions - As a Free Action, the Mesmer may move any active Illusions they cast up to 10x Caster's Magic Level yards. The Illusion may move out of the Caster's Line of Sight. 
Mind Wrack - Any sentient targets within 5 yards of a Shattered Illusion must pass an Intelligence Check or be Stunned for a single Combat Round.
Arcane Magic (Mentalism)
Eat S*** - The Resistance Check for the Spell Eat Dirt is now made at a -40 penalty.

Class Rewards

Utility Reward - Tangible Shadows: Alter Self is no longer an illusion. Takes a full day to change shape.
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

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By the power of Ga'haarr I command you to vanish! VANISH!
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(")_(") signature to help him gain world domination

Crazier than a crack-head cat and here to make sticky treats out of your vital organs.

Phoenixguard09

#9
Quote from: Necromancer
The Necromancer is predominantly battlefield control and support through the use of raised minions. Using Black Magic and corpses, the Necromancer is able to create an army under their command and is able to provide buffs such as Bone Armour to them and/or allies. The Necromancer is a caster class, with access to the Black Magic (Entropy), (Vitae) and (Bone) Spheres. The Necromancer is restricted to wearing light or medium armour and can only use basic weapons. Outside combat, the Necromancer would appear to be quite limited, however the implications of using the raised corpses of the vanquished as slaves means the Necromancer has a lot of viability for the savvy player.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+3 Willpower
+2 Toughness or +3 Intelligence
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Black Magic)
- Academic Knowledge (Necromancy)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Common Knowledge (Necromancy)
- Common Knowledge (Corpses)
- Channelling
- Deathsight
- Necromancy (Patchwork, Wight, Dwimmerlaik, Wraith, Ghast, Ghul, Revenant)
- Practical Divination (Haruspicy)
- Craft (Poisons)
- Spell Combat
- Summoning
- Wytchsight

Class Mechanics:
- Necromancy

Class Magic:
The Necromancer has access to the Black Magic system of casting. A Necromancer taking their first Magic Level receives the Black Magic (Petty) Sphere and two Spells from that list.
The Necromancer has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Entropy)
- Black Magic (Vitae)
- Black Magic (Bone)
- Black Magic (Reaper)

Class Talents:

Skill Enhancements
Forth My Legions – The Necromancer gains +10 to Command Checks when commanding allied undead.
Plan a Murder – The Necromancer gains +10 to Evaluation Checks.
Aura of Wrongness – The Necromancer gains +10 to Intimidation Checks.
Imposing Figure – The Necromancer gains +10 to Intimidation Checks.
Keen Eye – The Necromancer gains +10 to Search Checks.
Grave-Digger – The Necromancer gains +10 to Survival Checks when trying to find corpses.
Necromantic Theory – The Necromancer gains +10 to Academic Knowledge (Necromancy) Checks.
Experienced the Dark Arts – The Necromancer gains +10 to Common Knowledge (Black Magic) Checks.
Graveyard Experience – The Necromancer gains +10 to Common Knowledge (Death) Checks.
Necromantic Practice – The Necromancer gains +10 to Common Knowledge (Necromancy) Checks.
Experienced the Otherworld – The Necromancer gains +10 to Common Knowledge (Otherworld) Checks.
Necromantic Mastery – The Necromancer gains +10 to Necromancy Checks.
Skill Expertise: Expertise Talents may only be taken once the Necromancer has taken the +20 bonus in the Skill the Talent refers to.
Class Features
Speak With The Dead - The Necromancer may now interact with the apparitions of the dead made visible by Deathsight. Note, remnants may not necessarily be particularly intelligent.
Necromancy Enhancements
Aura of Supremacy - Any active Minions within 15 yards of the Necromancer gain +5 to Strength, Toughness and Dexterity.
Grave Draw - Upon the Necromancer succeeding on a Summoning Check, they gain an additional amount of Black Power equal to their Magic Level. This additional Power can only be used to power a Necromancy Check.
Those Who Dwell Beneath - The Necromancer no longer requires Line of Sight to successfully raise Minions as long as the Necromancer is aware of their approximate location, ie, directly underground in a graveyard. Note, this does not remove the Necromancer's range requirement.
Terrible Reach - The range of a Necromancer's Necromancy Check is now considered to be 60 yards.
Swift Raising - The Necromancer's Necromancy Check only requires a Half Action.
Better You Than Me - Upon receiving any Damage, before applying Damage Reduction, from an Attack the Necromancer is aware of, the Necromancer may make a Channelling Check as a Free Reaction. Upon success, the Necromancer may shift the inflicted Damage across to any active Minions within 30 yards and directly under their control. Damage inflicted in this way destroys the material components of the Minions entirely. Any excess Damage is inflicted upon the Necromancer as usual.
Army of the Dead - The Necromancer's Necromancy Pool increases by +1 per Magic Level.
Risen Apocalypse - Requires Army of the Dead. The Necromancer's Necromancy Pool now increases by +2 per Magic Level.
Practical Unbinding - The Necromancer banishing their corporeal Minions no longer destroys the entirety of the material components required to raise them. The Necromancer may make a Necromancy Check. On a straight pass, the Necromancer is able to recover 10% of the material components, with each degree of success adding +10% to the recovered remains.
Ramshackles - The Necromancer only requires approximately 50% of organic material from an organism to raise a Patchwork. A Ramshackle's Physical Statistics are reduced by 5 compared to a normal Patchwork.
Patchwork Mastery - The Necromancer may now raise up to 10x Patchworks with a single Necromancy Check.
Wight Mastery - The Necromancer may now raise up to their Magic Level x Wights with a single Necromancy Check.
Ghast Mastery - The Necromancer may now raise up to their Magic Level x Ghasts with a single Necromancy Check.
Patchwork Horde - The Necromancer may now raise 5x Patchworks per Daemonic Power point.
Extensive Patchwork Horde - Requires Patchwork Horde. The Necromancer may now raise 10x Patchworks per Daemonic Power point.
Wight Horde - The Necromancer may now raise 1x Wight per Daemonic Power point.
Spell Enhancements
Black Magic (Petty)
Black Magic (Entropy)
Soul Rend - The Necrotic Damage caused by Chill Soul is now equal to the Necromancer's Magic Level.
Life Hurts - Upon a successful saving roll against Life's End, the target now takes Necrotic Damage equal to the Caster's Magic Level.

Black Magic (Vitae)
Black Magic (Bone)
What a Bloody Mess - The Necrotic Damage caused by the Necromancer's Corpse Explosion is now 2D10+1.
Grave Ward - The Necromancer's Armour of Bones Spell may now target a number of the Necromancer's active minions equal to their Magic Level.
Black Magic (Reaper)
Ranged Consumption - The Necromancer may cast Reaper's Consumption upon a target with up to a 30 yard range and within line of sight. The Necromancer must make a Spell Combat Check to Hit rather than an Unarmed Close Combat Check if this option is taken.
Unholy Consumption - The Necromancer may exchange the Soulfire siphoned by Reaper's Consumption with Temporary Health at a 1-for-1 exchange rate, up to a maximum of double the Necromancer's maximum permanent Health.

Class Rewards

Utility Reward -
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

Quote from: Ranger
The Ranger is a versatile class, able to provide good service as a ranged striker, a roving close-quarters flanker or even a secondary tank. The Ranger, through the Beastmaster and Hunter specialisations can even contribute in a support capacity too, able to bring wild animals into the fray and trap the area respectively. The Ranger is a caster class, with access to the Arcane Magic (Archery) Sphere. The Ranger is restricted to light or medium armour, but can wield most weapons, with access to the martial weapons list. Outside combat, the Ranger makes a fantastic scout, particularly in wilderness areas, and herblore makes them reasonable healers. 

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+4 Dexterity or +4 Strength
+3 Perception or +3 Toughness or +1 Soulfire
Light and medium armour only.
Access to Common, Martial and Specialist Ranged weapon list.
1x rank in Unarmed, 1 Common Weapon and 1 Common, Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Grappling
- Raise Power (Coercion)
- Raise Power (Domination)
- Summoning
- Practical Divination (Astrology)
- Practical Divination (Tasseography)
- Common Knowledge (Herblore)
- Common Knowledge (Wilderness)
- Wraithsight
- Craft (Traps)
- Craft (Talismans)
- Contacts (Creatures of the Wild)

Class Mechanics

Class Magic:
The Ranger has access to both the Arcane Magic and Spirit Magic systems of casting. A Ranger taking their first Magic Level must choose to receive either the Arcane Magic (Petty) or Spirit Magic (Residual) Sphere and one Spell from the chosen list. The Ranger may choose to purchase the other casting system upon taking five Class Levels of Ranger. 
The Ranger has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Archery)
- Black Magic (Petty)
- Black Magic (Archery)
- Spirit Magic (Residual)

Class Talents:

Skill Enhancements
Run and Jump – The Ranger gains +10 to Acrobatics Checks.
Bestial Empathy – The Ranger gains +10 to Animal Care Checks.
Comfortable at Heights – The Ranger gains +10 to Climbing Checks.
Lord of the Wilderness – The Ranger gains +10 to Command Checks when commanding an allied animal.
Wilderness Concealment – The Ranger gains +10 to Concealment Checks in outdoor areas.
Moves Like Quicksilver – The Ranger gains +10 to Dodge Blow Checks.
Appraising Eye – The Ranger gains +10 to Evaluation Checks.
Patch 'Em Up - The Ranger gains +10 to Healing Checks.
Hands of the Healer – The Ranger is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Battle Scars – The Ranger gains +10 to Intimidation Checks when showing off their scars.
Expert Rider – The Ranger gains +10 to Riding Checks.
Smallboat Mastery – The Ranger gains +10 to Rowing Checks.
Keen Eye – The Ranger gains +10 to Search Checks.
Whisper in the Woods – The Ranger gains +10 to Move Silently Checks.
Forager – The Forager gains +10 to Survival Checks when searching for Craft Ingredients.
Live off the Land – The Ranger gains +10 to Survival Checks in wilderness regions.
Tracker – The Ranger gains +10 to Survival (Tracking) Checks when tracking quarry.
Hunter's Instinct - The Ranger gains Advantage to Survival (Tracking) Checks when tracking quarry. Requires Tracker.
Wanderer – The Ranger gains +10 to Survival Checks.
Confident Swimmer – The Ranger gains +10 to Swimming Checks.
Do as I Command – The Ranger gains +10 to Animal Training Checks.
Apothecary Training – The Ranger gains +10 to Common Knowledge (Herblore) Checks.
Into the Wild – The Ranger gains +10 to Common Knowledge (Wilderness) Checks.
Master Trapper – The Ranger gains +10 to Craft (Traps) Checks.
Knowledge of the Stars – The Ranger gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Sweat it Out – The Ranger gains +10 to Resist Poison Checks.
Skill Expertise: Expertise Talents may only be taken once the Ranger has taken the +20 bonus in the Skill the Talent refers to.
Class Features
Eagle's Cry - The Ranger knows the language of the spirits of birds. The Ranger is considered to have a language in common with any bird. The Ranger should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Beast Tongue - The Ranger knows the language of the spirits of beasts. The Ranger is considered to have a language in common with any mammal. The Ranger should keep in mind that many animals are unintelligent and may not understand complicated concepts.
On The Prowl - Upon a successful Survival (Tracking) Check, the quarry incurs the Paranoia Malady for 1x day per level of Ranger the character possesses.
Animal Friend - The Ranger may choose a living creature in either the Tiny or Small Size Category. This creature is considered an Animal Companion, and follows those rules. After the character has accumulated 5 Levels of Ranger, the character may choose another creature, as a second Animal Companion. This creature may be up to Medium in Size Category. Finally, after 10 Levels of Ranger, the character may choose a third creature, this one up to Large in Size Category. A Ranger may replace an Animal Companion at any Level.
Uncanny Accuracy - If the Ranger does not Move, the Ranger's Aim Action is considered a Free Action, not a Half Action.
Rapid Loading - The time required for the Ranger's Reload action is reduced by a Half Action. This can make some weapons a Free Action to Reload.
Skilful Shot - The Ranger may add the first digit of their Dexterity to any Damage caused with an Aimed Ranged Attack.
Hawkish Precision - The Ranger's Critical Range on Ranged Combat Checks made within Short Range is increased by +3.
Tireless Hunters - If following a Survival (Tracking) Check would incur a level of Exhaustion, every member of the party may make a Toughness Check. If successful, the level of Exhaustion is not incurred as the thrill of the hunt pushes them on.
Spell Enhancements

Combat Manoeuvres
Cleave - Requires the Ranger to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Ranger may make another Full Attack on an adjacent target as a Free Action.
My Dog's Expecting Me, I'm Ready To Go - Requires the Ranger's Animal Companion to be unengaged and the Ranger themself to be capable of movement. The Ranger may Disengage as a Free Action. Any movement for the rest of the Ranger's turn will not provoke Opportunity Attacks.
Vital Shot - Requires the Ranger make an Aimed Ranged Attack. A successful Vital Shot is resolved as a Ranged Attack. If the Vital Shot causes Damage after Damage Reduction is applied, the target is afflicted by Bleeding.
Eagle Eye - Requires the Ranger make an Aimed Ranged Attack to a target afflicted by Bleeding. An Eagle Eye gains +5 Critical Range and is resolved as a Ranged Attack.   
Hawk Eye - Requires the Ranger make a Precise Called Shot at Short Range. The Hawk Eye only incurs a -20 to Hit instead of -30.
Trick Shot - Requires the Ranger make an Aimed Ranged Attack. A Trick Shot is resolved as a Ranged Attack and ignores one level of cover if applicable.

Class Rewards

Utility Reward -
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

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Phoenixguard09

#10
Quote from: Rogue
The Rogue works best as a ranged striker, although they can also act as a roving flanker in combat. The Rogue is not a caster class, and is restricted to wearing only light or medium armour and but has access to most weapons. The Rogue's best qualities are their mobility and speed, with plenty of abilities which accentuate this. Outside combat the Rogue may ply their trade and earn money as a killer for hire, or go and steal valuables and will usually have contacts and knowledge of the underground, including fences. The Rogue also makes an effective scout, especially in urban areas.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or +3 Agility or +5 Charisma
Light and medium armour only.
Access to Common, Martial and Specialist Ranged weapon list.
1x rank in Unarmed, 1 Common Weapon and 1 Common, Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Lockpicking
- Grappling
- Influence
- Sleight of Hand
- Pickpocket
- Craft (Traps)
- Common Knowledge (Criminal Underworld)
- Common Knowledge (Urban Life)
- Contacts (Merchants)
- Contacts (Mercenaries)
- Contacts (Criminal Underworld)

Class Mechanics
Has A Knack For It - Once per Long Rest, the Rogue may elect to make a single Common Skill Check as if the Skill was ranked up to +20, regardless of whether the Rogue has Taken or upgraded the Skill.

Class Talents:

Skill Enhancements
Flexible – The Rogue gains +10 to Acrobatics Checks.
Run and Jump – The Rogue gains +10 to Acrobatics Checks.
Tumbling – The Rogue gains +10 to Acrobatics Checks.
Dashing Figure – The Rogue gains +10 to Charm Checks.
Trusted Face – The Rogue gains +10 to Charm Checks.
Courtly Etiquette – The Rogue gains +10 to Charm Checks in formal environments.
Rough and Ready – The Rogue gains +10 to Charm Checks when dealing with soldiers.
Wall-Spider – The Rogue gains +10 to Climbing Checks.
Blend into the Crowd – The Rogue gains +10 to Concealment Checks in crowded areas.
In the Shadows – The Rogue gains +10 to Concealment Checks.
Silver-Tongued Liar – The Rogue gains +10 to Deception Checks.
Many Faces – The Rogue gains +10 to Disguise Checks.
Moves Like Quicksilver – The Rogue gains +10 to Dodge Blow Checks.
Expert Driver – The Rogue gains +10 to Drive Checks.
Appraising Eye – The Rogue gains +10 to Evaluation Checks.
Card-Counting – The Rogue gains +10 to Gambling Checks.
Fair Pay – The Rogue gains +10 to Haggling Checks.
Shopkeeper's Worst Nightmare – The Rogue is considered to have Advantage when making Haggling Checks. Requires Fair Pay.
Battle Scars – The Rogue gains +10 to Intimidation Checks when showing off their scars.
Expert Rider – The Rogue gains +10 to Riding Checks.
Smallboat Mastery – The Rogue gains +10 to Rowing Checks.
Three Sheets to the Wind – The Rogue gains +10 to Sailing Checks.
Keen Eye – The Rogue gains +10 to Search Checks.
Silent as the Grave – The Rogue gains +10 to Silent Move Checks.
Wanderer – The Rogue gains +10 to Survival Checks.
Confident Swimmer – The Rogue gains +10 to Swimming Checks.
Friends in Low Places – The Rogue gains +10 to Common Knowledge (Criminal Underworld) Checks.
Experienced City Life – The Rogue gains +10 to Common Knowledge (Urban Life) Checks.
Magnetic Personality – The Rogue gains +10 to Influence Checks.
Nothing is Safe – The Rogue gains +10 to Lockpicking Checks.
I'll Take That – The Rogue gains +10 to Pickpocket Checks.
Quick Hands – The Rogue gains +10 to Sleight of Hand Checks.

Skill Expertise: Expertise Talents may only be taken once the Rogue has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Sneaky Bastard - The Rogue may attempt to make both a Pickpocket and Sleight of Hand Check in a single Half Action. This can be used to steal an immediately attended object with a -10 penalty, which increases to -20 if the target is aware of the Rogue and -30 if the object in question is a weapon and the Rogue is using this ability in combat. Success on both Checks results in the Rogue obtaining the item and the target being unaware of the Rogue's success.
Knife Fighting - The Rogue may choose to Parry with a knife or dagger with a -10 penalty.
Cat's Grace - If the Rogue is capable of movement, they may use the first digit of their Agility, instead of Armour and Toughness Modifier for Damage Reduction.
Inquisitive - The Rogue may re-roll any failed Perception Check. This re-roll is keyed off Intelligence rather than Perception.
Evasion - The Rogue may expend a Half Action to receive a +30 on their next Dodge Blow Check.
Vendetta - Once per long rest, the Rogue may allocate a single living target within Line of Sight. That target takes double damage from the next successful attack the Rogue makes on it.
Mugging - Upon a successful Sneak Attack, the Rogue may attempt a Pickpocket Check as a Free Action.
Uncanny Accuracy - If the Rogue does not Move, the Rogue's Aim Action is considered a Free Action, not a Half Action.
Rapid Loading - The time required for the Rogue's Reload action is reduced by a Half Action. This can make some weapons a Free Action to Reload.
Barrage - If the Rogue has the required ammunition, they may ready and throw a weapon with the Light and Thrown qualities as a Free Action once per Round.
Quick Draw - The time required for the Rogue to draw or otherwise ready a weapon is reduced by a Half Action. This makes any Light weapons a Free Action to ready.
Catch Them Unaware - The Rogue may make use the Sneak Attack Combat Manoeuvre with a Ranged Combat Attack.

Combat Manoeuvres
Sneak Attack - Requires the Rogue make a Full Attack against a target who is Unaware of the Rogue. A successful Sneak Attack is resolved as a Full Attack with an additional D10 Damage.
Agonising Blow - Requires the Rogue make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Cleave - Requires the Rogue to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Rogue may make another Full Attack on an adjacent target as a Free Action.
Falling Angel - Requires the Rogue to make a Charge Attack from an elevated position. The Rogue must make an Athletics Check to leap from their elevated position to complete the Charge Attack. Each degree of success on the Athletics Check incurs +5 to the Rogue's Critical Range on their Charge Attack. Falling Angel is otherwise resolved as per a normal Charge Attack.
Flurry
Cheap Shot
Hit and Run
Heartseeker
Merciless Strike - Requires the Rogue make a Full Attack on a Prone, Stunned or Paralysed target. A Merciless Strike gains +10 Critical Range and is resolved as a Full Attack.
Twin Fangs
Leaping Shot - Requires the Rogue to have made the Disengage Action and have a ranged weapon equipped and loaded if applicable. A Leaping Shot is a Free Action and is resolved as a Ranged Attack.
Vital Shot - Requires the Rogue make an Aimed Ranged Attack. A successful Vital Shot is resolved as a Ranged Attack. If the Vital Shot causes Damage after Damage Reduction is applied, the target is afflicted by Bleeding.
Eagle Eye - Requires the Rogue make an Aimed Ranged Attack to a target afflicted by Bleeding. An Eagle Eye gains +5 Critical Range and is resolved as a Ranged Attack.   
Trick Shot - Requires the Rogue make an Aimed Ranged Attack. A Trick Shot is resolved as a Ranged Attack and ignores one level of cover if applicable.

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward


Quote from: Seer
The Seer is a somewhat unusual character in the way it plays. Is often a good choice for a player who wishes to properly drive the plot. Predominantly a support class, the Seer can use comparatively subtle magics to assist their party both in and out of combat. As such, the Seer a considerable amount of utility out of combat, able to use their focus on intelligence, Divination spells and unique Foresight skill to interact with the plot in a way that other classes simply cannot.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Intelligence
+2 Perception or +2 Willpower or +1 Soulfire
Light armour only.
Access to the Common weapon list
No free Weapon Proficiency.

Class Skills:
- Channelling
- Foresight
- Wytchsight
- Academic Knowledge (Arcane Magic)
- Common Knowledge (Arcane Magic)
- Common Knowledge (History)
- Craft (Arcane Focus)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)

Class Mechanics:
- Cosmic Sense:
- Foresight:

Class Magic:
The Seer has access to the Arcane Magic system of casting. A Seer taking their first Magic Level receives the Arcane Magic (Petty) Sphere and two Spells from that list.
The Seer has access to the following Magic Spheres:
- Arcane Magic (Petty)
- Arcane Magic (Divination)

Class Talents:

Skill Enhancements
Trusted Face – The Seer gains +10 to Charm Checks.
Authoritative – The Seer gains +10 to Command Checks.
Masterful Strategist - The Seer gains +10 to Command (Strategy) Checks.
Forewarned Is Forearmed - The Seer gains +10 to Dodge Blow Checks.
Appraising Eye – The Seer gains +10 to Evaluation Checks.
Spot The Weakness - The Seer  gains an additional +10 to Evaluation Checks. Requires Appraising Eye
Card Counting – The Seer gains +10 to Gambling Checks.
See The Result - The Seer gains an additional +10 to Gambling Checks. Requires Card Counting.
Basically Just Cheating -  The Seer is considered to have Advantage when making Gambling Checks. Requires See The Result.
Aura of Wrongness – The Seer gains +10 to Intimidation Checks.
Keen Eyes – The Seer gains +10 to Search Checks.
Searching Gaze - The Seer is considered to have Advantage when making Search Checks. Requires Keen Eyes.
Knowledge of the Stars – The Seer gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Enhanced Conduit – The Seer gains +10 to Channelling Checks.
I See All – The Seer gains +10 to Foresight Checks.
Experienced the Arcane – The Seer gains +10 to Common Knowledge (Arcane Magic) Checks.

Skill Expertise: Expertise Talents may only be taken once the Seer has taken the +20 bonus in the Skill the Talent refers to.
Expert Appraisal - The Seer is considered to have Expertise when making Evaluation Checks.
Read The Omens - The Seer is considered to have Expertise when making Foresight Checks.
Expert Divinator - The Seer is considered to have Expertise when making Practical Divination Checks in a single discipline available to the Seer, of the player's choice. The Seer may purchase this Talent again upon future Levels for other Practical Divination disciplines.

Class Features
Sense the Danger - Once per Round, the Seer may re-roll any failed Damage Reduction, Dodge Blow or Parry Checks they make on a successful Foresight Check.
Alert And Forewarned - Upon being Ambushed, the Seer may make a Foresight Check. If successful, the Seer may act in the Surprise Round at their generated Initiative.
Harrowing Scrutiny - The Seer may Touch a living target to incur Fear upon them. The Seer may make a Foresight Check. Each degree of success incurs a -10 penalty to the ensuing Fear Check which must be made by the target.
Arcane Mastery - The Seer adds their current Magic Level to their Casting Value when casting Arcane Magic Spells.
Silent Casting - The Seer no longer needs to utter an Incantation as a Spell Component when casting Spells from one their available Spell Lists. This Talent may be taken once per Magic Sphere the Seer has access to.
Aethyric Reserves - When taking an advance in Magic Level, the Seer gains +2 Soulfire, instead of the regular +1.
Enhanced Focus - Whenever the Seer rolls to Cast an Arcane Magic Spell, ensure the Cantrip Dice is of a unique design or colour. This dice does not count towards any Miscast the Seer may roll.
Magic Sense - Requires the Seer to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Seer. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.

Arcane Secrets - The Seer may purchase this Talent once per level to learn a new Spell from one of the Seer's available Spell Lists.

Spell Enhancements
(Arcane Magic Petty)
(Arcane Magic Divination)
Let's Do the Time Warp Again - The Seer may increase the Casting Value of Time Warp by +8. The valid targets of the spell may now act a third time in the Combat Round, acting at -3 Initiative to their current rank. If this pushes the target into negative Initiative rank, this extra action is lost.
A Jump To The Left And A Step To The Right - The Seer may increase the Casting Value of Time Warp by +4. The radius of the Spell's effect is increased to 10x yards.
It's Your Lucky Day - If the Seer casts Convergence as a Ritual (10 min Casting Time), the Duration of Convergence when Cast by the Seer is now a full day from the moment of Casting.
Terrible Fate - The Seer may increase the Casting Value of Fate's Embrace by +3, to 18+, to have a second Fate's Embrace Roll which they may keep and use in the same fashion as the initial roll.
Inevitable Fate - The Seer may increase the Casting Value of Fate's Embrace by an additional +3, to 21+, to have a third Fate's Embrace Roll which they may keep and use in the same fashion as the previous rolls. Requires Terrible Fate.

Combat Manoeuvres

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

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By the power of Ga'haarr I command you to vanish! VANISH!
I CANNOT BE KILLED BUT WITH FIRE!
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(")_(") signature to help him gain world domination

Crazier than a crack-head cat and here to make sticky treats out of your vital organs.

Phoenixguard09

#11
Quote from: Sentinel
The Sentinel is a martially inclined, Spirit Magic based half-caster. Able to perform equally well in a close combat striking or tanking role, the Sentinel is able to use their connection with the spirits, largely by way of their unique Spirit Totem mechanic, to boost their personal abilities and those of their friends and allies. The Sentinel has an affinity for the wild places of the world, and out of combat make an effective sentry, scout and general source of knowledge on the wilderness and spirits.

Class Statistic Modifiers
+1 Health every 2nd Level
+0 Initiative
+3 Strength or Toughness
+3 Willpower or Charisma
Light and Medium armour only.
Access to Common and Martial weapon lists.
1x rank in Unarmed, 1 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Grappling
- Raise Power (Coercion)
- Raise Power (Domination)
- Taunt
- Practical Divination (Astrology)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (War)
- Common Knowledge (Wilderness)
- Craft (Traps)
- Craft (Totems)
- Wraithsight

Class Mechanics:
Animal Companion

Primal State

Spirit Totem
Upon taking a level in Sentinel, the character must choose a Totem Spirit. The Sentinel gains a Passive Stat Bonus which is always active. In addition to this, the Sentinel gains access to a Gestalt Form, which can be accessed via the Primal State mechanic outlined above and which provides a further Stat Bonus. While in their Gestalt Form, the Sentinel may utilise the listed Combat Manouevres as if they had purchased them.

Totem of Might
Passive Bonus - +5 Strength
Gestalt Bonus - +15 Strength.

- Combat Manouevres:
Backbreaker
Smite
Sunder Armour

Totem of Alacrity
Passive Bonus - +5 Speed
Gestalt Bonus - +5 Dexterity, +5 Agility, +1 Initiative.

- Combat Manouevres:
Flurry
Hit And Run

Totem of Mischief
Passive Bonus - +5 Intelligence
Gestalt Bonus - +10 Intelligence, +5 Agility

- Combat Manouevres:
Deceptive Strike - Incurs a negative to attempts to Parry or Dodge. Pre-requisite, maybe an Int Check, negative to Parry/Dodge equal to degrees of success on Int Check?
Venomous Bite - May make an Unarmed Bite Attack in Gestalt form, the effect inflicts a dose of Spider or Snake Venom as per player's initial choice.

Totem of Resilience
Passive Bonus - +5 Toughness
Gestalt Bonus - +15 Toughness

- Combat Manouevres:
Take The Hit - Upon being targeted with an attack which misses, the Sentinel may elect to take the hit, reducing the Damage it would cause by Half. The Sentinel may then immediately make a Quick Attack as a Free Reaction.

Class Magic:
The Sentinel has access to the Spirit Magic system of casting. A Sentinel taking their first Magic Level receives the Spirit Magic (Residual) Sphere and one Spell from that list.
The Sentinel has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Sentinel)

Class Talents:

Skill Enhancements
Run and Jump – The Sentinel gains +10 to Acrobatics Checks.
Bestial Empathy – The Sentinel gains +10 to Animal Care Checks.
Comfortable at Heights – The Sentinel gains +10 to Climbing Checks.
Authoritative – The Sentinel gains +10 to Command Checks.
Lord of the Wilderness – The Sentinel gains +10 to Command Checks when commanding an allied animal.
Wilderness Concealment – The Sentinel gains +10 to Concealment Checks in outdoor areas.
Appraising Eye – The Sentinel gains +10 to Evaluation Checks.
Imposing Figure – The Sentinel gains +10 to Intimidation Checks.
Battle Scars – The Sentinel gains +10 to Intimidation Checks when showing off their scars.
Expert Rider – The Sentinel gains +10 to Riding Checks.
Smallboat Mastery – The Sentinel gains +10 to Rowing Checks.
Keen Eye – The Sentinel gains +10 to Search Checks.
Whisper in the Woods – The Sentinel gains +10 to Move Silently Checks.
Live off the Land – The Sentinel gains +10 to Survival Checks.
Wanderer – The Sentinel gains +10 to Survival Checks.
Confident Swimmer – The Sentinel gains +10 to Swimming Checks.
Do as I Command – The Sentinel gains +10 to Animal Training Checks.
Apothecary Training – The Sentinel gains +10 to Common Knowledge (Herblore) Checks.
Into the Wild – The Sentinel gains +10 to Common Knowledge (Wilderness) Checks.
Experience of the Sidhe – The Sentinel gains +10 to Common Knowledge (Sidhe) Checks.
Master Trapper – The Sentinel gains +10 to Craft (Traps) Checks.
Knowledge of the Stars – The Sentinel gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Experienced Wrestler – The Sentinel gains +10 to Grappling Checks.
Turn the Blade – The Sentinel gains +10 to Parry Checks.
Sweat it Out – The Sentinel gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Sentinel has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Toughen Up - The Sentinel gains +1 Health every level, instead of every second level.
Always Ready - The Sentinel gains +10 to Healing Checks made on themselves. May re-roll a single failed Exhaustion Resistance Check per Long Rest.
Grizzled Veteran - The Sentinel gains +1 to Toughness Modifier.
Survivor - Once per Turn, upon taking Damage, the Sentinel may make a Toughness Check. If successful, the Sentinel regains a single point of Health.
Shield Wall - The Sentinel may attempt to Parry any attacks made against an adjacent ally if they have a Parry attempt available.
Immovable Object - The Sentinel gains the effects of the Sturdy Trait.
Relentless - At the start of the Sentinel's turn, if below Half Health, gain Health equal to the Sentinel's Toughness Modifier.
Show No Weakness - The Sentinel may re-roll any failed Pain Resistance Check.
Eagle's Cry - The Sentinel knows the language of the spirits of birds. The Sentinel is considered to have a language in common with any bird. The Sentinel should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Beast Tongue - The Sentinel knows the language of the spirits of beasts. The Sentinel is considered to have a language in common with any mammal. The Sentinel should keep in mind that many animals are unintelligent and may not understand complicated concepts.
Bestial Companionship - The Sentinel may choose a living creature of the same species as their Totem Spirit. This creature is considered an Animal Companion, and follows those rules. A Sentinel may replace an Animal Companion at any Level.

Gestalt Enhancements
Furious Blows - While in Gestalt Form, the Sentinel's Strength Modifier is considered to be doubled.
Wild Resilience - While in Gestalt Form, the Sentinel's Toughness Modifier is considered to be doubled.
Ambush Predator - While in Gestalt Form, the
Spirits, Hear Me Now - Upon becoming Incapacitated, the Sentinel may expend all remaining Soulfire to enter Primal State.
Eater Of Magic - Upon a successful Sunder Enchantment attack, for each Enchantment sundered, the Sentinel gains +1 Temporary Health.
Crushing Blows - Requires the Sentinel to hold the Totem of Might. While in Gestalt Form, the Sentinel adds +D5 to damage caused by unarmed attacks, loses non-lethal, choice of Slashing or Piercing Damage.
Mighty Charge - Requires the Sentinel to hold the Totem of Might. While in Gestalt Form, the Sentinel may Bullrush on a Charge.
Wild Power - Requires the Sentinel to hold the Totem of Might. While in Gestalt Form, the Sentinel has Advantage on all Strength Checks.
Fight Or Flight - Requires the Sentinel to hold the Totem of Alacrity. While in Gestalt Form, the Sentinel may roll twice to generate Initiative and take the preferred option.
Fleet As The Wind - Requires the Sentinel to hold the Totem of Alacrity. While in Gestalt Form, the Sentinel may increase their Speed by Agility bonus when chasing or being chased.
Wild Haste - Requires the Sentinel to hold the Totem of Alacrity. While in Gestalt Form, the Sentinel gains Advantage on all Speed and Agility Checks.
Wall Spider -  Requires the Sentinel to hold the Totem of Mischief. While in Gestalt Form, the Sentinel is considered to have Advantage when making Climbing Checks.
Snake In The Grass - Requires the Sentinel to hold the Totem of Mischief. While in Gestalt Form, the Sentinel is considered to have Advantage when making Concealment Checks.
Wild Cunning - Requires the Sentinel to hold the Totem of Mischief. While in Gestalt Form, the Sentinel is considered to have Advantage when making all Intelligence Checks.
Toughened Hide - Requires the Sentinel to hold the Totem of Resilience. While in Gestalt Form, the Sentinel gains +2 Toughness Bonus.
Strong Lungs - Requires the Sentinel to hold the Totem of Resilience. While in Gestalt Form, the Sentinel increases time of holding breath by 1x hour.
Wild Resilience -  Requires the Sentinel to hold the Totem of Resilience. While in Gestalt Form, the Sentinel, gains Advantage on all Toughness Checks.


Spell Enhancements
(Spirit Magic Residual)
(Spirit Magic Sentinel)
Howl of Might - The Wolven Howl Spell also grants the Caster a free Half Action to be utilised each turn for the remaining duration of the Spell.

Combat Manoeuvres:

Combat Manoeuvres
Cleave - Requires the Sentinel to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Sentinel may make another Full Attack on an adjacent target as a Free Action.
None Shall Pass - Requires the Sentinel to be wielding a heavy or tower shield and not to have Moved since their last Turn. The Sentinel may nominate a target within their Line of Sight. The first attack made against the Sentinel by that target determines Damage counting the Sentinel's normal Damage Reduction as x2.   
Warded Step - Requires the Sentinel to have made a successful Parry or Deflect Check on the previous Round. The Sentinel may move up to half their Speed for their Move Action. During this movement, they are considered immune to any Attacks of Opportunity without the Impact trait.
Warden's Duty - Requires the Sentinel successfully make a Shield Wall Parry and to be armed with a melee weapon. The Sentinel may immediately make a Quick Attack upon the attacker as a Reaction, following all the normal rules for a Quick Attack.
Inescapable Vengeance - May be performed once per turn, requires an Ally of the Sentinel to become Incapacitated. The Sentinel may make a free Movement action of up to half their Speed to perform a free Full Attack upon the attacker if within range to do so.
Sunder Enchantment - Requires the Sentinel to be in Primal State and to make a Full Attack against a target bearing an Enchanted Item. Resolve as a Full Attack. The Sentinel may make a Channelling Check. If successful, the Enchantment is disabled for 1 hour per degree of success.


Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward: Multi-Faceted Totem Spirit: The Sentinel may elect to grant their Totem Spirit another aspect, or alternatively take a second Totem Spirit in addition to their first.
Branch 2 Reward
Branch 3 Reward



Quote from: Shaman
The Shaman is primarily a battlefield control class in combat and does so with the use of Curses. The Shaman is a caster class, able to use Spirit Magic to Dominate Seelie and Unseelie spirits into performing magical effects, providing a great deal of lockdown abilities, some damage and a great deal of negative effects on the battlefield. The Shaman is restricted to wearing light armour and can only wield basic weapons. Outside combat, Common Knowledge (Wilderness) and ability to communicate with spirits and animals makes them excellent scouts, especially in wilderness areas. Shamans are also capable healers, and can even use this ability to obtain resources, though this is time-intensive.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Willpower or Charisma
+3 Toughness, Dexterity or Strength
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Animal Training
- Channelling
- Raise Power (Coercion)
- Raise Power (Domination)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Craft (Traps)
- Craft (Talismans)
- Craft (Totems)
- Wraithsight
- Spiritshaping (Seelie, Unseelie)*
- Contacts (Spirits of the Wild)

Class Mechanics:
Pact: Winter, Etesia, Vernal, Estival, Serotinal, Autumn

Class Magic:
The Shaman has access to Spirit Magic system of casting. A Shaman taking their first Magic Level receives the Spirit Magic (Residual) Sphere and three Spells from that list.
The Shaman has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Dawn)
- Spirit Magic (Noon)
- Spirit Magic (Twilight)
- Spirit Magic (Midnight)

Class Talents:

Skill Enhancements
Bestial Empathy – The Shaman gains +10 to Animal Care Checks.
Comfortable at Heights – The Shaman gains +10 to Climbing Checks.
Lord of the Wilderness – The Shaman gains +10 to Command Checks when commanding an allied animal.
Wilderness Concealment – The Shaman gains +10 to Concealment Checks in outdoor areas.
Patch 'Em Up – The Shaman gains +10 to Healing Checks.
Ritual Scarring – The Shaman gains +10 to Intimidation Checks when showing off their scars. Upon taking their Pact, this Shaman's scarification will visibly mark their Pact allegiance, providing a +10 to relevant social Checks when dealing with sidhe or shamanistic entities with their own Pact affiliations.
Imposing Figure – The Shaman gains +10 to Intimidation Checks.
Expert Rider – The Shaman gains +10 to Riding Checks.
Wanderer – The Shaman gains +10 to Survival Checks.
Live off the Land – The Shaman gains +10 to Survival Checks.
Forager – The Shaman gains +10 to Survival Checks when searching for Craft Ingredients.
Confident Swimmer – The Shaman gains +10 to Swimming Checks.
Do as I Command – The Shaman gains +10 to Animal Training Checks.
Apothecary Training – The Shaman gains +10 to Common Knowledge (Herblore) Checks.
Experience of the Sidhe – The Shaman gains +10 to Common Knowledge (Sidhe) Checks.
Into the Wild – The Shaman gains +10 to Common Knowledge (Wilderness) Checks.
Master Poisoner – The Shaman gains +10 to Craft (Poisons) Checks.
Fetish-Crafter – The Shaman gains +10 to Craft (Talismans) Checks.
Master Trapper – The Shaman gains +10 to Craft (Traps) Checks.
Knowledge of the Stars – The Shaman gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Sweat it Out – The Shaman gains +10 to Resist Poison Checks.
Skill Expertise: Expertise Talents may only be taken once the Shaman has taken the +20 bonus in the Skill the Talent refers to.
Class Features
Quick Trance - The Shaman can sacrifice their Movement action in a Combat Round to gain another attempt to raise Power.
It's All in the Name - On a successful Spiritshaping check with at least 3 Degrees of Success, on touch with a spirit, the spirit must make a successful Willpower Check - if failed the spirit's True Name is revealed to the Shaman and they gain a measure of control over the spirit.
Force of Will - The Shaman may add their Willpower or Charisma Modifier (depending on whether using Domination or Coercion) to the Spirit Power gathered on any successful Raise Power Check.
Exchanging of Energy - The Shaman may expend their temporary lifeforce (Soulfire) to sweeten the bargain with spirits.  For every Soulfire expended, gain +10 to a Spiritshaping, Wraithsight, Raise Power (Coercion or Domination) Check or any relevant social Checks (must be spirit related).
Trackless Step - Any tracking attempts to the Shaman are at a -10, -20 if they are in their Pact's favoured season.
Right at Home - While beyond the Veil, any Spirit Magic attempted by the Caster requires 2 less Power to Cast.
Spell Enhancements
Spirit Magic (Residual)
Spirit Magic (Dawn)
Spirit Magic (Noon)
Spirit Magic (Twilight)
Spirit Magic (Midnight)
Malevolent Transformation - The Shaman may now cast Unleash the Beast on a living enemy target, upon a successful Touch Attack.
Stubborn as a Rock - The Duration of Stubborn Heart when cast by the Shaman is now 1 Minute per caster's Magic Level.
Craft Enhancements
Pact Enhancements
Pact (Winter)
Pact (Etesia)
Pact (Vernal)
Pact (Estival)
Pact (Serotinal)
Pact (Autumn)

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward
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Phoenixguard09

#12
Quote from: Slayer
The Slayer is an interesting martial class which can prepare itself in such a way as to specialise in taking down specific foes. The Slayer has some out of combat utility too, having access to various knowledge and survival skills, albeit normally related to their quarry.

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Strength
+2 Toughness or Intelligence
Light and Medium armour only.
Access to Common, Martial and Specialist Ranged weapon list.
1x rank in Unarmed, 1 Common Weapon and 1 Common, Martial or Specialist Ranged Weapon Proficiency.

Class Skills:
- Grappling
- Taunt
- Study
- Craft (Traps)
- Academic Knowledge (Quarry)
- Common Knowledge (War)
- Common Knowledge (Wilderness)
- Contacts (Noble)
- Contacts (Mercenary Company)

Class Mechanics:
Analysis -
Quarry Research: Study -

Class Talents:

Skill Enhancements
Run and Jump – The Slayer gains +10 to Acrobatics Checks.
Bestial Empathy – The Slayer gains +10 to Animal Care Checks.
Rough and Ready – The Slayer gains +10 to Charm Checks when dealing with soldiers.
Authoritative – The Slayer gains +10 to Command Checks.
Moves Like Quicksilver – The Slayer gains +10 to Dodge Blow Checks.
Appraising Eye – The Slayer gains +10 to Evaluation Checks.
Analytical Hunter - The Slayer gains +10 to Evaluation (Analysis) Checks.
Know The Enemy - The Slayer is considered to have Advantage when making Evaluation (Analysis) Checks. Requires Analytical Hunter.
Expert Driver – The Slayer gains +10 to Drive Checks.
Battle Scars – The Slayer gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Slayer gains +10 to Intimidation Checks.
Expert Rider – The Slayer gains +10 to Riding Checks.
Smallboat Mastery – The Slayer gains +10 to Rowing Checks.
Three Sheets to the Wind – The Slayer gains +10 to Sailing Checks.
Keen Eye – The Slayer gains +10 to Search Checks.
Studious Mind - The Slayer gains +10 to Search (Research) Checks.
Silent As The Grave – The Slayer gains +10 to Silent Move Checks.
Wanderer – The Slayer gains +10 to Survival Checks.
Tracker – The Slayer gains +10 to Survival (Tracking) Checks when tracking quarry.
Hunter's Instinct - The Slayer gains Advantage to Survival (Tracking) Checks when tracking quarry. Requires Tracker.
Confident Swimmer – The Slayer gains +10 to Swimming Checks.
Hunt Theory - The Slayer gains +10 to Academic Knowledge (Quarry) Checks.
In the Wars – The Slayer gains +10 to Common Knowledge (War) Checks.
Into the Wild – The Slayer gains +10 to Common Knowledge (Wilderness) Checks.
Master Trapper – The Slayer gains +10 to Craft (Traps) Checks.
Experienced Wrestler – The Slayer gains +10 to Grappling Checks.
Turn the Blade – The Slayer gains +10 to Parry Checks.
Sweat it Out – The Slayer gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Slayer has taken the +20 bonus in the Skill the Talent refers to.
Consummate Athlete - The Slayer is considered to have Expertise when making Athletics Checks.
Expert Appraisal - The Slayer is considered to have Expertise when making Evaluation Checks.
Expert Driver - The Slayer is considered to have Expertise when making Drive Checks.
Expert Rider - The Slayer is considered to have Expertise when making Riding Checks.
Expert Waterman - The Slayer is considered to have Expertise when making Rowing and Sailing Checks.
Expert Grappler – The Slayer is considered to have Expertise when making Grappling Checks.

Class Features
Toughen Up - The Slayer gains +1 Health every level, instead of every second level.
Grizzled Veteran - The Slayer gains +1 to Toughness Modifier.
Hard to Hit - Close Combat Attacks made against the Slayer are considered to be made at -10 To Hit.
Battlefield Repairs – The Slayer is considered to have the Craft (Carpentry) and (Smithing) Skills when attempting to repair their own damaged weapons and armour. The Slayer may make the same Checks at -10 to repair equipment belonging to others, provided they have access to the weapon or armour family the equipment belongs to.
Immovable Object - The Slayer gains the effects of the Sturdy Trait.
Martial Prowess - If the Slayer misses a melee attack in combat, continue to determine Damage as normal, and then halve it.
Guard the Flank - The Slayer may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Warrior's Resolve - The Slayer may re-roll failed Bleeding Out Checks upon being Incapacitated.
Deflect - The Slayer may use a shield to actively block ranged attacks. Deflect works exactly the same way as a Parry, but the target number is the attacker's Ranged Combat Skill, rather than Close Combat.
Deep Reserves - The Slayer may make a Willpower Check at any point after dropping under half their Total Health. Upon a successful Check, the Slayer may expend as much Soulfire as they have available in exchange for that amount of Temporary Health.
Survivor - Once per Turn, upon taking Damage, the Slayer may make a Toughness Check. If successful, the Slayer regains a single point of Health. 
Off-Hand Parry - If the Slayer is wielding a weapon in their off-hand, they may exchange the free Quick Attack granted by the weapon, for a free Parry instead, resolved with the normal -10 for using the off-hand.


Quarry Enhancements
Swift Analysis - An Evaluation (Analysis) Check is now considered a Swift Action.
Studied Weaknesses - The first step on the Quarry track now grants a +10 to Hit targets of that Quarry Category, rather than +5.
Reflection - A successful Evaluation (Analysis) Check will now grant a +20 to a later Quarry Research Check against the Quarry Category of the Analysis target.
Recognise Attack Patterns - A successful Analysis grants a +10 to any Damage Reduction Checks incurred by the target of the Analysis.
Wound Maker - A successful Analysis grants +02 to Critical Range on all Attacks made against the target.
Bone Splitter - A successful Analysis grants an additional +03 to Critical Range on all Attacks made against the target. Requires Wound Maker.
Scale Breaker - Upon a successful Analysis, all Attacks made against the target ignore half of Damage Reduction granted by natural armour.
Giant Killer - Upon a successful Analysis of a Large (or greater) target, all Attacks made against the target are made with an additional +05 to Critical Range.
Titan's End - Upon a successful Analysis of a Large (or greater) target, all Attacks made against the target are made with a +05 to Hit and +1 base damage caused for each size category above Medium and a flat additional +03 to Critical Range. Requires Giant Killer.


Combat Manoeuvres:

Combat Manoeuvres
Agonising Blow - Requires the Slayer to make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Backbreaker - Requires the Slayer  to be wielding a Heavy weapon and to make a Full Attack on a Prone target with discernible anatomy (ie, a spine). A successful Backbreaker is resolved as a Full Attack which causes x2 Damage after Damage Reduction is applied. If the Backbreaker is a confirmed Critical Hit, apply the Broken Spine Critical Effect.
Cleave - Requires the Slayer to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Slayer may make another Full Attack on an adjacent target as a Free Action.
Crippling Blow - Requires the Slayer to make a successful Agonising Blow attack. The Slayer may immediately perform a Called Quick Attack to the same wounded Hit Location as the initial Agonising Blow, as a Free Action. A successful Crippling Blow is resolved as a Quick Attack. If the Crippling Blow causes at least 1 point of Damage after Damage Reduction, the target is considered to be affected by the Crippled Critical Effect for the appropriate hit location.
Have a Nice Trip - Requires the Slayer to be wielding a weapon with the Reach quality. Have a Nice Trip is resolved as a Quick Attack against a target within range, within one size category's difference and with discernible anatomy (ie. legs), but instead of making a standard To Hit Check, the Slayer may make a Strength or Dexterity Check. If this succeeds, the target is considered to have been hit and is considered Prone. Have a Nice Trip may be Dodged or Parried like a normal Attack.
Raking Strike - Requires the Slayer to have made a successful Parry or Dodge Check and to be in close combat with a valid target. A successful Raking Strike is resolved as a Quick Attack with an additional D10 Damage. In addition to this, the Slayer is considered to have successfully made a Disengage Check as a Free Action, and may move freely without incurring an Attack of Opportunity from the target.
Warded Step - Requires the Slayer to have made a successful Parry or Deflect Check on the previous Round. The Slayer may move up to half their Speed for their Move Action. During this movement, they are considered immune to any Attacks of Opportunity without the Impact trait.
Bulwark Tide - Requires the Slayer to be wielding a Light, Heavy or Tower Shield and to have made a successful Parry Check. The Slayer may make an opposed Strength Check against the Parried attacker, modified by the target's Size Category. If successful, the attacker is immediately forced to move 5 yards in a direction chosen by the Slayer . The Slayer may elect to move into the now vacated space. This movement does not provoke any Attacks of Opportunity.
Sunder Armour -
Victorious Surge
Heroic Strike
All or Nothing
Swift Disengage
Shield Bash
Countering Slash
Destroyer
Smite

Quarry Combat Manoeuvres
Ground the Dragain - Requires the Slayer to make a Called Attack to a Wing Limb against a Large (or greater), Flying target. The Attack is considered to have a +10 to the Critical Range. A successful Critical Hit will the Limb Unusable Critical Effect.
Mage Hunter - Requires the Slayer to be directly targeted by a Spell. The Slayer gains a free Reaction, which they may use to perform any Reaction ability they may have available.
Pierce Magic - Requires the Slayer to have successfully Analysed the target since the target has received any kind of Ward effect. The Slayer may make a Called Attack to a Precise Hit Location (-30 to Hit). The Hit Location is randomised as per a normal attack, however the target does not receive any Damage Reduction from an active Ward.
No Escape - Requires the Slayer to have successfully Analysed the target prior to the target attempting to Disengage from the Slayer. The Slayer may immediately make an Evaluation Check. If successful, the target's Disengagement is unsuccessful, any any Actions this attempt would have cost are expended.
Silver Torrent - Requires the Slayer to be in Close Combat with a successfully Analysed target of a type with at least 3x Steps on the Quarry Track. As a Swift Action, the Slayer may make a Quick Attack with a +05 to the regular Critical Range.



Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward

Quote from: Warlock
The Warlock is predominantly a blaster, using sheer damage output and potential to control the battlefield. The Warlock is also capable of acting as a flanker, although this is dangerous. The Warlock is a caster class, with access to the Black Magic (Devastation), (Horror), (Vitae) and (Blight) Spheres. The Warlock can only wear light armour and can only wield basic weapons. Outside combat the Warlock's greatest asset is knowledge of daemonic entities and the Otherworld.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+6 Willpower
+2 Intelligence or Charisma
Light armour only.
Access to Common weapon list.
1 Common Weapon Proficiency.

Class Skills:
- Academic Knowledge (Black Magic)
- Academic Knowledge (Otherworld)
- Common Knowledge (Otherworld)
- Common Knowledge (Black Magic)
- Channelling
- Summoning
- Wytchsight

Class Mechanics:

Class Magic:
The Warlock has access to the Black Magic system of casting. A Warlock taking their first Magic Level receives the Black Magic (Petty) Sphere and three Spells from that list.
The Warlock has access to the following Magic Spheres:
- Black Magic (Petty)
- Black Magic (Blight)
- Black Magic (Horror)
- Black Magic (Vitae)
- Black Magic (Devastation)

Class Talents:

Skill Enhancements
Devilish Charm – The Warlock gains +10 to Charm Checks.
Aura of Wrongness – The Warlock gains +10 to Intimidation Checks.
Imposing Figure – The Warlock gains +10 to Intimidation Checks.
Dark Academy – The Warlock gains +10 to Academic Knowledge (Black Magic) Checks.
Forbidden Studies – The Warlock gains +10 to Academic Knowledge (Otherworld) Checks.
Aethyric Attunement – The Warlock gains +10 to Channelling Checks.
Enhanced Conduit – The Warlock gains +10 to Channelling Checks.
Experienced the Dark Arts – The Warlock gains +10 to Common Knowledge (Black Magic) Checks.
Experienced the Otherworld – The Warlock gains +10 to Common Knowledge (Otherworld) Checks.
Experienced Summoner – The Warlock gains +10 to Summoning Checks.

Skill Expertise: Expertise Talents may only be taken once the Warlock has taken the +20 bonus in the Skill the Talent refers to.

Class Features
No Rest For The Wicked - The effect of Exhaustion upon the Warlock is considered to be one less level than it really is.
Supernatural Knowledge - The Warlock may make a Summoning Check in lieu of making any Common Knowledge Check, but the GM is to make this roll secretly against the Warlock's Summoning Skill. If successful, the Warlock may be given any knowledge a given daemon may have on the subject in question. If failed, the Warlock gains no information or the daemon provides false information.
Shock and Awe - The Warlock visibly changes upon gaining power, and gains Advantage on Intimidation Checks while holding Daemonic Power.
Potential Energy - Expend 1 Health for a free Summoning Check, transferring up to max Soulfire into Daemonic Power.
Shadowfury - Upon the Warlock taking at least 1 point of Damage, the character may expend 1 point of Daemonic Power to inflict the Staggered Condition upon the attacker.
Magic Sense - Requires the Warlock to have the Wytchsight Skill. Any spell cast within a 20 yard radius of the character triggers a Wytchsight Check from the Warlock. A successful Check reveals the direction the spell originated from, and the Sphere of magic the Spell belongs to.
Master Summoner - The Warlock may re-roll a single Summoning Check per day.
Hellfire Mastery - When the Warlock deals Fire Damage with a Spell, consider the character's Magic Level to be doubled when determining Damage.
Fate's Pity - The Warlock may ignore a single Miscast per day.
Black Furore - The Warlock may cast a second Black Magic Spell in the same Round.
Lasting Mental Scars - Whenever the Warlock inflicts an Insanity Check, the target now receives a single Insanity Point on a success, and twice as many as they would normally receive on a failure.

Spell Enhancements
Black Magic (Petty)
Black Magic (Blight)
Black Magic (Horror)
Harbinger of Doom - Upon casting Something Wicked This Way Comes, for the first Round of it's duration, the Warlock is considered to inflict the Terror Condition.
Black Magic (Vitae)
Black Magic (Devastation)
Persistent Whip - Flaming Razorfire now has a duration equal to one Combat Round per Caster's Magic Level. The Warlock is considered to be armed with a whip with the stat-line of the Flaming Razorfire described in the Spell.
Aggressive Whip - The Warlock may now conjure a second whip with a single casting of Flaming Razorfire. The Damage of the initial strike upon casting the Spell is considered to be doubled.
Repulse - Once per Combat Round, the Warlock may pulse Balefire Cloak as a Half Action on a successful Channelling Check.
The Black Shattering - The Warlock's Black Glass Spell may now be split into multiple 10 yard radius areas of effect equal to the Warlock's Magic Level.
Ruination - All Damage caused by Devastation Spells is increased by an amount equal to the caster's Magic Level.

Class Rewards

Utility Reward
Teamwork Reward
Branch 1 Reward
Branch 2 Reward
Branch 3 Reward
The Norbayne Campaign Instagram page. Give us a cheeky follow if you like. :)
By the power of Ga'haarr I command you to vanish! VANISH!
I CANNOT BE KILLED BUT WITH FIRE!
(\__/)
(='.'=) This is Bunny. Copy and paste bunny into your
(")_(") signature to help him gain world domination

Crazier than a crack-head cat and here to make sticky treats out of your vital organs.

Phoenixguard09

#13
Quote from: Warrior
The Warrior is quite versatile, able to act as a ranged striker, a flanker and a primary tank all in the one build. The Warrior is not a caster class, and relies on using Combat Manoeuvres to cause damage, negate damage and apply status effects. The Warrior may wear any armour and wield most weapons. Outside combat, the Warrior is able to utilise a great deal of knowledge based abilities, mainly based around Common and Academic Knowledge related to fighting and tactics in general. The Warrior is one of few classes which can actually provide bonuses to the Command Skill. 

Class Statistic Modifiers
+1 Health every 2nd Level
+1 Initiative
+3 Dexterity or Strength
+2 Strength or Toughness
No armour restrictions.
Access to Common and Martial weapon list.
1x rank in Unarmed, 2 Common Weapon and 1 Common or Martial Weapon Proficiency.

Class Skills:
- Grappling
- Taunt
- Academic Knowledge (Military History)
- Academic Knowledge (Military Tactics)
- Common Knowledge (War)
- Contacts (Noble)
- Contacts (Mercenary Company)

Class Mechanics:
- Stances
The Warrior has access to the following Stances. Upon the Warrior's Turn, they may elect to enter a Stance as a Swift Action, which all Warriors have access to, though they may only be able to take up the Stance while actively wielding particular weapons.

- Defensive Stance - Requires a Melee Weapon with the Defensive or Free Parry Quality. The Warrior gains an additional +10 to a single Parry Check per Turn.

- Wrath Stance - Requires a Melee Weapon with Two Handed Quality. A single instance of Damage caused by the Warrior's Close Combat Check will incur an additional D5 Damage per Turn.

- Longpoint Stance - Requires a Melee Weapon with the Reach or Defensive Quality. The Warrior gains +1 Free Attack of Opportunity upon a target moving into their threatened area per Turn.

Class Talents:

Skill Enhancements
Run and Jump – The Warrior gains +10 to Athletics Checks.
Bestial Empathy – The Warrior gains +10 to Animal Care Checks.
Courtly Etiquette – The Warrior gains +10 to Charm Checks in formal environments.
Rough and Ready – The Warrior gains +10 to Charm Checks when dealing with soldiers.
Authoritative – The Warrior gains +10 to Command Checks.
Commanding Presence – The Warrior gains +10 to Command Checks.
Moves Like Quicksilver – The Warrior gains +10 to Dodge Blow Checks.
Skilled Driver – The Warrior gains +10 to Drive Checks.
Battle Scars – The Warrior gains +10 to Intimidation Checks when showing off their scars.
Imposing Figure – The Warrior gains +10 to Intimidation Checks.
Expert Rider – The Warrior gains +10 to Riding Checks.
Smallboat Mastery – The Warrior gains +10 to Rowing Checks.
Three Sheets to the Wind – The Warrior gains +10 to Sailing Checks.
Wanderer – The Warrior gains +10 to Survival Checks.
Confident Swimmer – The Warrior gains +10 to Swimming Checks.
In the Wars – The Warrior gains +10 to Common Knowledge (War) Checks.
Experienced Wrestler – The Warrior gains +10 to Grappling Checks.
Turn the Blade – The Warrior gains +10 to Parry Checks.
Sweat it Out – The Warrior gains +10 to Resist Poison Checks.

Skill Expertise: Expertise Talents may only be taken once the Warrior has taken the +20 bonus in the Skill the Talent refers to.
Consummate Athlete - The Warrior is considered to have Expertise when making Athletics Checks.
Expert Driver - The Warrior is considered to have Expertise when making Drive Checks.
Expert Rider - The Warrior is considered to have Expertise when making Riding Checks.
Expert Waterman - The Warrior is considered to have Expertise when making Rowing and Sailing Checks.
Expert Grappler – The Warrior is considered to have Expertise when making Grappling Checks.

Class Features
Toughen Up - The Warrior gains +1 Health every level, instead of every second level.
Always Ready - The Warrior gains +10 to Healing Checks made on themselves. May re-roll a single failed Exhaustion Resistance Check per Long Rest.
Grizzled Veteran - The Warrior gains +1 to Toughness Modifier.
Hard to Hit - Close Combat Attacks made against the Warrior are considered to be made at -10 To Hit.
Battlefield Repairs – The Warrior is considered to have the Craft (Carpentry) and (Smithing) Skills when attempting to repair their own damaged weapons and armour. The Warrior may make the same Checks at -10 to repair equipment belonging to others, provided they have access to the weapon or armour family the equipment belongs to.
Shield Wall - The Warrior may attempt to Parry any attacks made against an adjacent ally if they have a Parry attempt available.
Immovable Object - The Warrior gains the effects of the Sturdy Trait.
Martial Prowess - If the Warrior misses a melee attack in combat, continue to determine Damage as normal, and then halve it.
Deadly Onslaught - For each successful Attack made earlier in the Turn by the Warrior, add +10 To Hit for all subsequent Attacks within the same Turn.
Guard the Flank - The Warrior may make a Perception Check upon being Flanked by an enemy. If successful, the enemy does not gain the normal Flanking or Sneak Attack benefits.
Warrior's Resolve - The Warrior may re-roll failed Bleeding Out Checks upon being Incapacitated.
Deflect - The Warrior may use a shield to actively block ranged attacks. Deflect works exactly the same way as a Parry, but the target number is the attacker's Ranged Combat Skill, rather than Close Combat.
Deep Reserves - The Warrior may make a Willpower Check at any point after dropping under half their Total Health. Upon a successful Check, the Warrior may expend as much Soulfire as they have available in exchange for that amount of Temporary Health.
Hold the Line - Requires the Warrior to be wielding a heavy or tower shield. Any enemy adjacent to the Warrior may not move around the Warrior unless they first Disengage.
Survivor - Once per Turn, upon taking Damage, the Warrior may make a Toughness Check. If successful, the Warrior regains a single point of Health. 
Show No Weakness - May re-roll any failed Pain Resistance Check.
Off-Hand Parry - If the Warrior is wielding a weapon in their off-hand, they may exchange the free Quick Attack granted by the weapon, for a free Parry instead, resolved with the normal -10 for using the off-hand.
Warrior's Cunning - The Warrior's Attacks impose a -10 negative on any opposing Parry Checks.

Combat Manoeuvres:

Combat Manoeuvres
Agonising Blow - Requires the Warrior to make a Called Quick Attack to the wounded Hit Location of a living Wounded target. A successful Agonising Blow is resolved as a Quick Attack with an additional D10 Damage. If the Agonising Blow causes Damage after Damage Reduction is applied, the target must pass a Willpower Check or be Staggered.
Backbreaker - Requires the Warrior to be wielding a Heavy weapon and to make a Full Attack on a Prone target with discernible anatomy (ie, a spine). A successful Backbreaker is resolved as a Full Attack which causes x2 Damage after Damage Reduction is applied. If the Backbreaker is a confirmed Critical Hit, apply the Broken Spine Critical Effect.
Cleave - Requires the Warrior to be in close combat with at least one Prone target. A successful Cleave is resolved as a Full Attack on the Prone target. If the Cleave successfully hits the target, the Warrior may make another Full Attack on an adjacent target as a Free Action.
Crippling Blow - Requires the Warrior to make a successful Agonising Blow attack. The Warrior may immediately perform a Called Quick Attack to the same wounded Hit Location as the initial Agonising Blow, as a Free Action. A successful Crippling Blow is resolved as a Quick Attack. If the Crippling Blow causes at least 1 point of Damage after Damage Reduction, the target is considered to be affected by the Crippled Critical Effect for the appropriate hit location.
Cruel Vengeance - Requires the Warrior to make a successful Payback attack against a target in close combat. If successful, the attack is considered to be Rending.
Lash Out - Requires the Warrior make a successful Guard the Flank Check. The Warrior may immediately make a Quick Attack as a Free Action against the target attempting to Flank.
Glorious Cleave - Requires the Warrior to have killed their second target with a successful Cleave attack. The Warrior may make an additional Full Attack as a Free Action against any valid adjacent targets as long as the previous target was killed by the Warrior's Cleave attack.
Have a Nice Trip - Requires the Warrior to be wielding a weapon with the Reach quality. Have a Nice Trip is resolved as a Quick Attack against a target within range, within one size category's difference and with discernible anatomy (ie. legs), but instead of making a standard To Hit Check, the Warrior may make a Strength or Dexterity Check. If this succeeds, the target is considered to have been hit and is considered Prone. Have a Nice Trip may be Dodged or Parried like a normal Attack.
None Shall Pass - Requires the Warrior to be wielding a heavy or tower shield and not to have Moved since their last Turn. The Warrior may nominate a target within their Line of Sight. The first attack made against the Warrior by that target determines Damage counting the Warrior's normal Damage Reduction as x2.   
Payback's a Bitch - Requires the Warrior to make a Quick Attack against a target which caused at least 1 Damage to the Warrior since the Warrior's last Turn. Payback is resolved as a Quick Attack which inflicts an additional D10 Damage.
Raking Strike - Requires the Warrior to have made a successful Parry or Dodge Check and to be in close combat with a valid target. A successful Raking Strike is resolved as a Quick Attack with an additional D10 Damage. In addition to this, the Warrior is considered to have successfully made a Disengage Check as a Free Action, and may move freely without incurring an Attack of Opportunity from the target.
Warded Step - Requires the Warrior to have made a successful Parry or Deflect Check on the previous Round. The Warrior may move up to half their Speed for their Move Action. During this movement, they are considered immune to any Attacks of Opportunity without the Impact trait.
Bulwark Tide - Requires the Warrior to be wielding a Light, Heavy or Tower Shield and to have made a successful Parry Check. The Warrior may make an opposed Strength Check against the Parried attacker, modified by the target's Size Category. If successful, the attacker is immediately forced to move 5 yards in a direction chosen by the Warrior. The Warrior may elect to move into the now vacated space. This movement does not provoke any Attacks of Opportunity.
Deadly Onslaught - Requires the Warrior make a Charge Attack on their turn against at least two valid enemy targets. The Warrior's Charge is resolved as two Full Attacks, which may both target the same opponent.
Whirling Wrath - Requires the Warrior make a Full Attack with a weapon with the Two Handed Quality. The Warrior's Full Attack is resolved as a Full Attack on every valid target in range.
Sunder Armour
Victorious Surge
Heroic Strike
All or Nothing
Swift Disengage
Shield Bash
Countering Slash
Destroyer
Smite

Class Rewards

Utility Reward:
Teamwork Reward:
Branch 1 Reward: 
Branch 2 Reward:
Branch 3 Reward:

Quote from: Witch
The Witch is a Spirit-based primary caster class. The Witch has excellent utility out of combat and quite a few interesting niches to exploit in combat situations, making an excellent Support character. A Witch, like the Shaman, has a significant choice to make as they get stronger, making a pact with one of the two moons, Sehluna and Elladys and the spirits which dwell there. Doing so will grant the Witch even more capabilities. The Witch is a 'feral' casting option, with the ability to create Manifests, Curses and Blessings which harness the creativity of the player themselves.

Class Statistic Modifiers
+1 Health every 2nd Level
-1 Initiative
+5 Charisma or Willpower
+3 Dexterity or Intelligence
Light armour only.
Access to Common weapon list.
No free Weapon Proficiency.

Class Skills:
- Animated Friends
- Black Spot
- Channelling
- Wraithsight
- Raise Power (Coercion)
- Raise Power (Domination)
- Craft (Manifest)
- Craft (Poison)
- Craft (Remedy)
- Craft (Sigil)
- Common Knowledge (Herblore)
- Common Knowledge (Sidhe)
- Common Knowledge (Wilderness)
- Practical Divination (Astrology)
- Practical Divination (Oneiromancy)
- Practical Divination (Palmistry)
- Practical Divination (Tarot)
- Practical Divination (Tasseography)
- Craft (Witch's Blessing) Elladys Pact only
- Craft (Witch's Curse) Sehluna Pact only
- Contacts (Merchant)
- Contacts (Spirits of the Moons)
- Contacts (Spirits of the Wilds)

Class Mechanics:
Moon Pacts -
Animated Friends
Black Spot
Familiar
Hag - The Witch prefers their own company to that of townsfolk, generally speaking. The Sidhe respect that. Taking the Hag talent gives the Witch a negative to dealing with people, but a bonus to dealing with spirits. TO BE EXPANDED UPON
Youth: -5 to Charisma with people, +5 to Charisma/Willpower with Sidhe.
Prime: -10 to Charisma with people, +10 to Charisma/Willpower with Sidhe.
Ageing: -15 to Charisma with people, +15 to Charisma/Willpower with Sidhe.
Elderly: -20 to Charisma with people, +20 to Charisma/Willpower with Sidhe.

Class Magic:
The Witch has access to the Spirit Magic system of casting. A Witch taking their first Magic Level receives the Spirit Magic (Residual) Sphere and two Spells from that list. After making their Pact with one of the two moons, the Witch may also take the Spirit Magic Sphere associated with their Pact.
The Witch has access to the following Magic Spheres:
- Spirit Magic (Residual)
- Spirit Magic (Lunar)
- Spirit Magic (Midnight)
- Spirit Magic (Twilight)
- Spirit Magic (Elladys)
- Spirit Magic (Sehluna)

Class Talents:

Skill Enhancements
Bestial Empathy – The Witch gains +10 to Animal Care Checks.
Trusted Face – The Witch gains +10 to Charm Checks.
Wilderness Concealment – The Witch gains +10 to Concealment Checks in outdoor areas.
Don't Trust The Moons - The Witch gains +10 to Deception Checks under the light of at least one of the moons.
Appraising Eye – The Witch gains +10 to Evaluation Checks.
Patch 'Em Up – The Witch gains +10 to Healing Checks.
Hands of the Healer – The Witch is considered to have Advantage when making Healing Checks. Requires Patch 'Em Up.
Live off the Land – The Witch gains +10 to Survival Checks.
Forager – The Witch gains +10 to Survival Checks when searching for Craft Ingredients.
Knowledge of the Stars – The Witch gains +10 to Survival (Navigation) Checks if they're able to see the stars.
Traditional Medicine – The Witch gains +10 to Common Knowledge (Herblore) Checks.
Experience of the Sidhe – The Witch gains +10 to Common Knowledge (Sidhe) Checks.
Into the Wild – The Witch gains +10 to Common Knowledge (Wilderness) Checks.
Manifest Destiny – The Witch gains +10 to Craft (Manifest) Checks.
Master Poisoner – The Witch gains +10 to Craft (Poisons) Checks.
Master Healer - The Witch gains +10 to Craft (Remedies) Checks.

Skill Expertise: Expertise Talents may only be taken once the Witch has taken the +20 bonus in the Skill the Talent refers to.

Class Features
Lunar Shroud - While at least one of the moons is in the sky, The Witch cannot be scryed upon. Once they choose their pact at level 3, this changes to requiring their chosen moon to be in the sky.
The Company You Keep - The Witch has quite the reputation, but this reputation is not unfounded. They've seen and can do some scary things. The Witch and any allies within 5 yards of the Witch may re-roll failed Intimidation and Fear Checks.
A Healthy Friendship - Requires the Elladys Lunar Pact and The Company You Keep Talent. Taking this talent gives a number of allies equal to the Witch's Magic Level and within 20 yards of the Witch an extra point of regained Health on a Long Rest.
Bad Company - Requires the Sehluna Lunar Pact and The Company You Keep Talent. Any allies within 5 yards of the Witch may re-roll failed Resistance Checks when targeted by Spells with the Curse keyword.
Cursehold - Any Spells cast by the Witch with the Curse keyword which require Line of Sight and Concentration to maintain, may now be maintained by Focus alone for a number of Rounds equal to the Caster's Magic Level.

Hag Enhancements
Hag - Allows the Witch to progress further down the Hag mechanic.
The Cackle - Requires the Hag Talent. The Witch develops a very convincing hag's Cackle. The Witch gains access to the Cackle Skill (Charisma). A successful use sees the Witch gain +10 to Intimidation Checks against the Cackle's Targets.
Unnerve - Requires The Cackle Talent. The Witch's Cackle now causes Fear in the Cackle's Targets.

Spell Enhancements
Spirit Magic (Residual)
Through Mine Own Eyes - The Witch may now cast spells from the position of the target of Empathic Vision.
Spirit Magic (Lunar)
Spirit Magic (Midnight)
Spirit Magic (Twilight)
Spirit Magic (Elladys)
Spirit Magic (Sehluna)
Roots of Protection
Cursed Roots
Solar Eclipse
Calm Frenzy
Visage of Terror
A Shared Nightmare
Insider Secrets
A Party Waning

Class Rewards

Utility Reward (Elladys Pact): Give it a Second Life
Utility Reward (Sehluna Pact): Brightside of Doom
Teamwork Reward: Power of the Coven
Branch 1 Reward: Bargaining
Branch 2 Reward: Power of the Night
It's Night-Time Somewhere - Requires the Power of the Night Class Reward. It is no longer harder for the Witch to cast during the day.
Night Affinity - Requires the Power of the Night Class Reward. It is easier for the Witch to cast spells at night. -3 to Power Required for all spells, in any Sphere available to the Witch, when casting at night.

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