(Write here your Paths and class abilities when you gain them).
Novice Path: Rogue
Level 1
Attributes: +1 Agi, Int
Health +3
Languages and Professions Artist: Sculptor
Nimble Recovery You can use an action to heal damage equal to your healing rate and then move up to half your Speed without triggering free attacks. Once you use this talent, you must complete a rest before you can use it again.
Trickery Once per round, when you would make an attack roll or challenge roll, you can use this talent to make the roll with 1 boon. If you get a success on an attack roll made with the boon granted by this talent, your attack deals 1d6 extra damage.
Level 2
Health +3
Exploit Opportunity: Once per round, when the total of your attack roll is 20 or higher and exceeds the target number by at least 5, you can take another turn at any point before the end of the round.
Drug Design: If you have an alchemist’s kit, you can spend 10 minutes working with the kit to produce a chemical. When you finish, make an Intellect challenge roll. On a success, you create 1d3 + 1 chemical doses. On a failure, you create 1 dose and you must complete a rest before you can use Drug Design again. Each dose is stored in a syringe and retains potency until you complete a rest or use this talent again. You can use an action, or a triggered action on your turn, to inject the chemical dose into yourself or a willing target creature you can reach. Targets immune to the poisoned affliction are unaffected by the chemical. If a target receives a chemical dose while under the effects of another chemical dose, the target must succeed on a Strength challenge roll with 1 bane for each dose or become poisoned until it completes a rest.
For each dose you create, choose one of the following options. Each option includes an aftereffect when the chemical’s effect ends.
• Chemical Clarity. You must inject the dose into the target’s eyes. For 1d6 hours, the target gains either darksight or a +2 bonus to Perception. When the effect ends, the target makes all Perception rolls with 1 bane for 1d6 hours.
• Empowering Chemical. For 1d6 minutes, the target makes attack rolls with 2 boons. When the effect ends, the target becomes fatigued for 1d6 minutes.
• Focusing Chemical. For 1d6 × 10 minutes, the target makes all challenge rolls with 2 boons. When the effect ends, the target makes all challenge rolls with 1 bane for 1d6 × 10 minutes.
• Pain Relief. The target takes half damage from all sources for 1d6 rounds. When the effect ends, the target becomes poisoned for 1d6 rounds.
• Healing Salve. For 1d6 minutes, when the target heals damage, it heals double the normal amount. When the effect ends, the target becomes fatigued for 1d6 minutes.
Expert Path:
Master Path: