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WARRIOR SPECIALIZATIONS

FIGHTER
Fighters are born to combat and are vicious masters of all kinds
of weapons
Primary Abilities: Constitution, Dexterity, Fighting, and Strength
Starting Health: 30+CON+1D6
Weapon Groups: Brawling plus any 3 of the following: Axes,
Black Powder, Bludgeons, Bows, Heavy Blades, Light Blades,
Spears, or Staves
LEVEL 1: Armor Training (Novice), and any 2 Fighting Styles
at Novice each.
Changes:
LEVEL 4: Second Wind: a Fighter can heal 1D6+CON in health
only once per encounter and it will not grant any more health
than the maximum.
The rest is as the Warrior Class normally

BARBARIAN
Barbarians are born outside the trappings of a civilized society. They are often viewed as savage but
have their own customs that are different than most would guess
Primary Abilities: Constitution, Fighting, Strength, and Willpower
Starting Health: 30+CON+1D6
Weapon Groups: Brawling and Heavy Blades plus 2 of the
following: Axes, Bludgeons, Lances, Light Blades, or Spears
LEVEL 1: Armor Training (Novice), Unarmed Style (Novice)
either Two-Hander Style or Single Weapon Style (Novice).
Changes:
Level 4: RAGE: For one minute per day, you can enter a rage,
where you deal +2 on all damage rolls and negate 2 points of
damage. But, for that minute you take a -2 to all Perception
Tests
Level 6: LASTING RAGE: The Rage now lasts for 2 minutes
Level 8: BLOOD RAGE: While in Rage, you can spend a
Minor Action to gain a burst of health granting 1D6+CON, but
this cannot exceed your maximum and only once per encounter
Level 10: PERFECT RAGE: you no longer suffer the penalty
to Perception Tests
Source: Taylor Bland

PALADIN
Requirements: Constitution of 2 or higher,
Willpower (Faith) focus and one of the following:
Single Weapon Style (Novice), Two-handed Style
(Novice) or Weapon and Shield Style (Novice)
Novice: Gain access to the Novice spells of the
Healing Arcana. You make spell tests with a
Willpower (Faith) roll. You can use two novice level
Healing Arcana spells per day. Healing Touch is
always cast at full power.
Journeyman: You can cast the Journeyman Healing
Arcana spell once per day. You can cast an additional
novice spell per day.
Master: You can cast the Master level Healing
Arcana spell once per day. Gain an additional
Journeyman Casting and a Novice casting per day.
You can also choose one spell stunt you can perform
for 1 SP when casting Healing Arcana spells.

SNIPER
One shot, one kill
A marksman with no equal. The sniper takes down
targets from afar, keeping their presence hidden. Few
things are more feared in combat then the sniper, as
you never know where the round will come from, but
when it does come, youll know.
Requirements: Weapon Focus ( Black Powder ) and Accuracy 3+
Novice A steady breath and a keen eye line up the perfect shot. When you use the Take Aim minor
action, the bonus increases to +2
Journeyman With practiced ease you chamber another round, searching for your next target.
Whenever you generate stunt points, you can use the Quick Reload stunt once for free.
Master Your deadly accuracy places the rounds just right for maximum damage. You can preform the
Lethal Blow stunt for 4SP. Additionally the max range of your weapon is doubled.

AETHER KNIGHT
Melding steel and spell is an art that few have the patience to master

Requirements: Focus: Intelligence (Arcane Lore) and Willpower 3


Aether Knights are feared opponents to face. Skilled in both melee
combat and able to augment themselves with the magic of the Aether.
As versatile as they are skilled, Aether knight are not to be
underestimated.
Novice You can pick one Arcana School to progress in and gain the
novice degree in that school. You have MP equal to 10+ Willpower.
When you gain a level you add your willpower to your MP
Additionally you can choose a weapon you are trained in to act as
your implement.
Journeymen You get the journeymen degree in your chosen arcana.
Your bond with your chosen weapon strengthens. As long as you are
within 100 yards of your weapon you can summon it to your hand as an activate action. You suffer no
penalty for casting spells while wearing armor you are trained in.
Master You get the master degree in your chosen arcana. You can choose one spell from the novice
our journeymen list of your chosen arcana. The Target Number and MP cost for the chosen spell are
reduced by -2.
Source Sniper and Aether Knight: https://gamingingotham.wordpress.com/age-system/

CRUSADER SPECIALIZATION
Requirements: Fighting of 2 or higher, Willpower (Self-Discipline) focus and one of the following:
Single Weapon Style (Novice), Two-handed Style (Novice) or Weapon and Shield Style (Novice)
Novice: Gain access to the Novice spells of the Heroic Arcana. You make spell tests with a Willpower
(Self-Discipline) roll. You can use two novice level Heroic Arcana spells per day.
Journeyman: You can cast the Journeyman Heroic Arcana spell once per day. You can cast an
additional novice spell per day.
Master: You can cast the Master level Heroic Arcana spell once per day. Gain an additional
Journeyman Casting and a Novice casting per day. You can also choose one spell stunt you can perform
for 1 SP when casting Heroic Arcana spells.
Source: Unknown

BEAST HUNTER
There are countless fighting styles and techniques
throughout the world, each designed around a specific
philosophy or purpose. The Beast Hunters exist for but
one purpose, the slaying of dangerous animals.
They develop a knack for tracking and stalking these
creatures, eventually cornering them and dealing the death
blow.
Through experience and training the Beast Hunter will learn a creatures weak spots and behaviors,
ensuring that no prey survives their strike.
Class: Warrior/Rogue
Requirement: You must have Intelligence and Dexterity 3 or higher.
Novice: You have learned to track creatures through all terrain. Gain +2 to any tests involving the
searching, stalking, tracking etc of creatures. If you make an Aim action you gain a bonus to damage
equal to half your Cunning (rounded down) when attacking any adversaries up to Typical size.
Journeyman: You gain the damage bonus (from novice) when attacking adversaries up to Large size
and your full Intelligence against Typical sized adversaries. Bonus damage becomes piercing.
Master: You gain the damage bonus when attacking adversaries up to Enormous size and your full
Intelligence against Large sized adversaries. You are so skilled that this bonus damage becomes
penetrating.
Size Example
Typical: Wolf, Boar, Giant Spider
Large: Bear, Chimera, Dire Wolf, Gorilla
Enormous: Hydra, Dragon
Source: Todor Todorov

Compiled by Kelly Neal from Fantasy AGE G+, Wiki, Facebook pages and Google.

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