Basic Pure Multiclass Mini Class
Class Info
Cleric
Clerics specialize in using healing and holy magic. Clerics gain their power from Azeal, the God of light and order. Most are trained in churches and often directly in the care of the church. Often they continue to have fealty to the church organization as they continue their adventures.
Praying allows a Cleric to channel the power of Azeal into them. While this can be done while fighting, full concentration allows a Cleric to more easily get in contact with the power of Azeal. Prayer gained this way can me used to heal allies, smite foes, and many other effects.
Turning is a power a Cleric can preform through holy implements, and can be used to drain away the life and spirit from an enemy, particularly Vile enemies.
Falling is a term for Clerics and Paladins who lose their faith in Azeal. This can happen a number of ways. Some lose their faith due to the weight of their responsibilities or due in flaws of their own character and others are seduced into the ways of darker gods. Any Cleric who falls loses their Cleric Ability cards and gains the equivalent level of Fallen Cleric. Paladins who fall typically do so because they have become followers of a different God, and replace their Paladin Card with the Knight card for that God. Clerics may yet win back the faith of Azeal and lose their Fallen abilties for those of the faithful. Basic
Cleric 1
Cleric 2
Cleric 3
Healer 1:Nurse or Priest: Acolyte
+
Follower from Azeal
Clerics are those devote followers of Azeal who has graced with his power. Clerics travel the land doing the will of Azeal and are often revered by the commonfolk as protectors, though some take to the punishment of sin to a level that is reviled instead. Clerics can Pray, both as Free, Active, or Full Action allowing them to be useful in most any role on the field. With this ability they can heal their allies or blind and even smite their foes.
Fallen Cleric 1
Fallen Cleric 2
Fallen Cleric 3
Healer 1:Nurse
+
Fallen from Azeal
Fallen Clerics are those have lost the way from Azeal. Some have been forsaken for deeds which Azeal could not tolerate. Others have been seduced by darker and fouler Gods. Others can merely no longer carry on their faith. While they have lost Azeal's light they still retain some amount of their power, though a version built upon Spite, Lamentation, and Blasphemy.
Specialty
Preist
Cleric 2
See Talents.
To be a Priest of the Church of Azeal is to be a servant of the people. Those who work for their church are responsible for blessing the people, healing their wounds, and cleansing them of their sins. A Priest can Bless Water, Preach for Gold, and give discounts from the Church. Those who rise in the ranks can even obtain the rank of Bishop and gain access to the Holy Libraries and Treasuries.
Cavalry
Fighter 2/Paladin 1
+
Rider 3
See Fighter/Talents.
Multiclass
Paladin 1
Cleric 2/1
+
Fighter 1/2
Paladin 2
1. Rider 2
2. Cleric 2
+
Fighter 2
A warrior of light, justice, and holy might, a Paladin combines the devotion of a Cleric with the might of a Fighter. These armored warriors are blessed by Azeal and entrusted to bring the Holy Light upon all the vile creatures who would resist him. Riding his tireless blessed horse, the Divine Blade of a Paladin emits a shining light, and his armor is casts and the shining Aura of Justice such that few can stand before them.
Poison Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
Poison Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
Poison Knights have given up on the ceaseless order of Azeal for a way life more in tune with nature and the God Ernok. Poison Knights are some of the fallen that may yet remain on friendly, though still shaky, terms with their former comrades and spend their time wandering the natural world in order to protect it. Poison Knights can bend nature around them and the vines growing upon their sword and armor can come to life in combat.
Depth Knight 1
Fallen Cleric 1
+
Fighter 1
+
Druid 1 OR
Ernok
+
Paladin (Fallen)
Depth Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
A Depth Knights has left the faith of Azeal to worship the lakes, rivers, and oceans of the God Valnoa. Depth Knights are unafraid of drowning and can sometimes be seen emerging from the sea itself. Depth Knights drink seawater, ride horses which can run on water, and can create walls of waves around them.
Chaos Knight 1
Fallen Cleric 1
+
Fighter 1
+
Bard 1 OR
Yavarra
+
Paladin (Fallen)
Chaos Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
Few individuals can be found as broken as the Chaos Knight, who has left Azeal to embrace the chaos of Yavarra. Typically insane, these knights are as unstable as they are dangerous, and use their abilities to break the order of the universe wherever they can. Chaos Knights can bend probability around them causing random effects to appear such as flames, ice, or even ogres.
Blood Knight 1
Fallen Cleric 1
+
Fighter 1
+
Barbarian 1 OR
Tyrannus
+
Paladin (Fallen)
Blood Knight 2
1. Rider 2
2. Fallen Cleric 2
+
Fighter 2
When a Paladin loses touch with Azeal and is seduced into the bloodlust of the battlefield, they become Blood Knights who worship Tyrannus, the God of violence and destruction. Blood Knights sometimes create massacres for nothing more then their own sick pleasure. Blood Knights create walls of blood, auras of violence, and can even summon an avatar of blood and destruction to wreak additional havoc on their enemies.
Death Knight 1
Fallen Cleric 1
+
Fighter 1
+
Mage 1 OR
Morgeth
+
Paladin (Fallen)
Death Knight 2
1. Rider 2
2. Fallen Cleric 2 OR Fighter 2 OR Mage 2
A figure of terrified whispers, few are as feared as the Death Knight, who has given up the light to walk the path of deepest darkness. Few gaze upon these pale riders on undead horses and live to tell the tale for a Death Knight walks with death itself. In addition to his dark blade and aura of death, the Death Knight can wield death itself and fight with corpses at their side.
Choir 1
Bard 2/1
+
Cleric 1/2 OR Bard 3
+
Azeal
See Bard.
Advanced
Prelate 1
Cleric 3
+
Healer 2
+
Priest
Prelate 2
Healer 3
No healer's hands are as blessed as the Prelate, who Azeal has graced with most heavenly of gifts. It is said that only those with the purest and most holy of souls can become a Prelate, and their held up as exemplars about all the good that Azeal sees within his children. The Prelate is an expert at battle healing and creating circles of protection and blessing. It is said that some Prelates can even summon an Angel to battle.
Inquisitor 1
Cleric 3
+
Priest
Inquisitor 2
Scholar (Social Studies 1)
While other Clerics may be loved, few are as feared as the Inquisitor, who comes not with a healing hand, but the fire of punishment for their sins. An Inquisitor is a Cleric Azeal has blessed with holy fire, so they may better burn the enemies of the church is righteous fire. Inquisitors burn any sinner they touch and create massive walls of holy fire in which to char the wicked.
Cleric Master
Paragon
Elite Character
+
Prelate 1 / Inquisitor 1
+
Healer 4
+
Spirit 3
Paragons are those that chosen souls who Azeal has bestowed with his holiest of blessings. Paragons are said to have the purest of souls and are the closest thing on earth to angels. A Paragon may transform their whole body into nothing but light, imbue powerful blessings upon their allies, and summon higher angels to protect them in battle.
Crusader
Elite Character
+
Paladin 1/Green Knight 1/Blue Knight 1/Chaos Knight 1/Blood Knight 1/Death Knight 1
+
Cavalry
+
Spirit 2
+
Endr 2
When a Paladin or other divine knight has served their God faithfully enough, they will become a Crusader. A Crusader's body has become one with their God's plane of being, rarely needing to eat, drink, or sleep. A Crusader's horse becomes a partially divine being itself, and the Crusader now wields God's Blade which they are sworn to use to tirelessly bring and end to all their God's enemies.
Arch-Bishop
Elite Character
+
Cleric 3
+
Priest (Bishop)
+
Scholar (Social Studies 2)
+
Leader 1
+
Spirit 2
+
Int 2
Within the Church of Azeal, few wield such powers as the Arch-Bishop, who gains a seat on the Holy Council and an entry into the Inner Sanctum. An Arch-Bishop speaks with the voice of the Church and Azeal himself behind them and are figures of immense power, both in society and matters of the divine. Arch-Bishops may lead other Clerics and can provide powerful blessing to their allies, as well as utilizing the powerful resources of an inner member of the Church.
Basic
Cleric 1 - Initiate
Basic
Pray and Care: May use 1 Favor to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
-1 Morale
Street Preach
Downtime
1
S
+
Cha
+
2
D
Can only be done in Cities and Towns.
1S: 1 Gold and 1
D
Favor.
Divine Sense
Challenge
Sense
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Bless Allies
Interim
Use 1 Holy Water.
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Pray
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Valor
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally Removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
3 Prayer
Healing Light
Active
Circle 1
Allies Remove 4
D
Harm at end of Round. You remove 2
D
Harm at end of Round.
May continue to keep active +1 Round for 1 Prayer.
2 Prayer
Smite
Free
+3
D
to Dmg. (+4
D
if Target is Vile.)
Cleric 2
Basic
Pray and Care: May use 1 Favor to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
Pray For Life: May use 1 Favor to reroll Give Treatment Check.
-1 Morale
Street Preach
Downtime
1
S
+
Cha
+
3
D
Can only be done in Cities and Towns.
1S: 1 Gold and 1
D
Favor.
Divine Sense
Challenge
Sense
+
Spirit
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Lighted
Implement
Interim
Use 1 Holy Water.
Implement has Light 2 for a 6 Hours. +1
D
to Turn Checks w/ Implement.
Bless Allies
Interim
Use 1 Holy Water.
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Pray
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Valor
/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg. (+5
D
if Target is Vile.)
3 Prayer
Healing Light
Active
Circle 1 Allies remove 4
D
Harm at end of Round. You remove 2
D
Harm at end of Round.
May continue to keep active +1 Round for 1 Prayer.
Cleric 3
Basic
Pray and Care: May use 1 Favor to Treat a Wound.
Improved Save Life:
+
Cha
to Save Life Checks.
Pray For Life: May use 1 Favor to reroll Give Treatment Check.
Call Back:
+
1
D
to Resuscitate. (May apply whether or not you are doing the Resusicating.)
-1 Morale
Street Preach
Downtime
1
S
+
Cha
+
Cha
+
2
D
Can only be done in Cities and Towns.
1S: 1 Gold and 1
D
Favor.
Divine Sense
Challenge
Sense
+
Spirit
+
2
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Lighted
Implement
Interim
Use 1 Holy Water.
Implement has Light 2 for a 6 Hours. +1
D
to Turn Checks w/ Implement.
Bless Allies
Interim
Use 1 Holy Water.
All Allies have +2
D
(+3
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 Hours.
Save Life
After Combat
+3
D
to Ally Resist Death.
Prayers
Pray
Free:
Spirit
+
1
D
Active:
Spirit
+
1
D
:
+2
D
Full:
Spirit
+
Cha
+
Int
+
1
D
:
+4
D
Valor
/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg (+5
D
if Target is Vile.) and 1
D
Burning.
3 Prayer
Healing Light
Active
Circle 1 Allies remove 5
D
Harm at end of Round. You remove 3
D
Harm at end of Round.
May continue to keep active +1 Round for 1 Prayer.
3 Prayer

Blinding
Light
Full
Proj 
1
S
+
Sense
+
3
D
Holy
1
S
+
Spirit
(
+
2
D
to Vile Creatures)
Blind
Hitting head w/ Eyes: 2
S
+
Sense
+
1
D
. Remove (Free) w/
Fort
/
Spirit
.
Fallen Cleric 1 (Cleric 1)
Basic
Renounced by Azeal's Blessing. Pray and Care: May use 1 Stress to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
Contact Worshippers
Downtime
1
S
+
Cha
+
2
D
-2 Gold, Can only be done in Cities and Towns.
1S: Gain 1 Morale and 1
D
Favor
Divine Sense
Challenge
Sense
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Shade Allies
Interim
Gain 1 Fatigue,
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Spite
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Favor
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
2 Prayer
Smite
Free
+3
D
to Dmg. (+4
D
if Target is Vile.)
3 Prayer
Blasphemy
Active
Proj
Target or Self Gains 1
S
+
Spirit
to defend and gains
Spirit
+
1
D
Will.
Fallen Cleric 2 (Cleric 2)
Basic
Renounced by Azeal's Blessing. Pray and Care: May use 1 Stress to Treat a Wound.
Improved Save Life:
+
1
D
to Save Life Checks.
Pray For Life: May use 1 Stress to reroll Give Treatment Check.
Contact Worshippers
Downtime
1
S
+
Cha
+
3
D
-2 Gold, Can only be done in Cities and Towns.
1S: Gain 1 Morale and 1
D
Favor
Divine Sense
Challenge
Sense
+
Spirit
+
1
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Fallen
Light
Interim
+1 Fatigue
Implement has Light 1 for a 3 Hours.
+
1
D
to Turn Checks w/ Implement.
Shade Allies
Interim
Gain 1 Fatigue,
All Allies have +1
D
(+2
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 hours.
Save Life
After Combat
+2
D
to Ally Resist Death.
Prayers
Spite
Free:
Spirit
Active:
Spirit
+
Cha
:
+2
D
Full:
Spirit
+
Cha
+
Int
:
+4
D
Favor/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg. (+5
D
if Target is Vile.)
3 Prayer
Blasphemy
Active
Proj
Target or Self Gains 1
S
+
Spirit
to defend and gains
Spirit
+
1
D
Will.
Fallen Cleric 3 (Cleric 3)
Basic
Renounced by Azeal's Blessing. Pray and Care: May use 1 Stress to Treat a Wound.
Improved Save Life:
+
Cha
to Save Life Checks.
Pray For Life: May use 1 Stress to reroll Give Treatment Check.
Call Back:
+
1
D
to Resuscitate. (May apply whether or not you are doing the Resusicating.)
Contact Worshippers
Downtime
1
S
+
Cha
+
Cha
+
2
D
-2 Gold, Can only be done in Cities and Towns.
1S: Gain 1 Morale and 1
D
Favor
Divine Sense
Challenge
Sense
+
Spirit
+
2
D
Attempt to sense Divine Power, Vile forces, or life nearby.
Blessings
Fallen
Light
Interim
+1 Fatigue
Implement has Light 1 for a 3 Hours.
+
1
D
to Turn Checks w/ Implement.
Shade Allies
Interim
Gain 1 Fatigue,
All Allies have +2
D
(+3
D
if Vile creatures) to Resist Non-Physcial Damage effect for 12 Hours.
Save Life
After Combat
+3
D
to Ally Resist Death.
Prayers
Spite
Free:
Spirit
+
1
D
Active:
Spirit
+
1
D
:
+2
D
Full:
Spirit
+
Cha
+
1
D
:
+4
D
Favor/1 Fatigue
:
+
1
S
Requires use of Voice.
1S: +1 Prayer.
/4 Prayer
1 Prayer
Bless
Free
Ally in
Ally removes 2
D
Harm at end of Round OR +1
D
to Ally's Check.
1 Prayer
Turn: Light Beam
Turn: Add On
When Doing Turn: 2
S
:
Target is Slow 1 this Round.
2 Prayer
Smite
Free
+4
D
to Dmg (+5
D
if Target is Vile.) and 1
D
Burning.
3 Prayer
Blasphemy
Active
Proj
Target or Self Gains 1
S
+
Spirit
to defend and gains
Spirit
+
1
D
Will.
3 Prayer

Lamentation
Full
Circle 2
Visibility 1, All inside take Blast 1
S
+
3
D
Dmg
1 Prayer
: +1 Round (May Spend on that round).
Advanced
Prelate
Prelate 1
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Blessings Touch Life: May do Save Life from 3 Spaces away with 6 Only as Active Action.
Street Heal
Downtime
Gain 1
D
Stress and
Cha
+
1
D
Valor.
Benediction
Turn Add-On
Remove 1 Harm from Ally at end of Round.
Prayers
1 Prayer

Bless
Free
Ally in
Ally removes 2
D
Harm or Status Effect at end of Round
OR
+
1
D
to Ally's Check.
Active Action: Remove
+
1
D
Harm.
Full Action: Remove
+
2
D
Harm.
2 Prayer

Circle of Healing
Full
All in Circle 2 remove
Int
+
Cha
Harm/Status Effect per Round.
Lasts for 3 Rounds.
2 Prayer

Circle of Resistance
Full
All in Circle 1 prevent
Spirit
+
1
D
Dmg per Hit.
Lasts for 3 Rounds.
1 Prayer

Flagellation
Free
When Ally takes Dmg within 2R, you take 1
S
+
Spirit
+
Int
of that Dmg instead. (Occurs in the same body area.)
Prelate 2
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Blessings Touch Life: May do Save Life from 6 Spaces away with 6 Only as Active Action.
Street Heal
Downtime
Gain 1
D
Stress and
Cha
+
Int
Valor.
Benediction
Turn Add-On
Remove 1 Harm from Ally or 1
D
Harm from you at end of Round
OR Prevent 2
D
(4
D
if Vile) Dmg.
Prayers
1 Prayer

Bless
Free
Ally in
Ally removes 2
D
Harm or Status Effect at end of Round
OR
+
1
D
to Ally's Check.
Active Action: Remove
+
1
D
Harm.
Full Action: Remove
+
2
D
Harm.
2 Prayer

Circle of Healing
Full
All in Circle 2 remove
Int
+
Cha
+
1
D
Harm/Status Effect per Round.
Lasts for 3 Rounds.
2 Prayer

Circle of Resistance
Full
All in Circle 1 prevent
Spirit
+
Cha
Dmg per Hit.
Lasts for 3 Rounds.
1 Prayer

Flagellation
Free
When Ally takes Dmg within 2R, you take 1
S
+
Spirit
+
Int
+
Cha
of that Dmg instead. (Occurs in the same body area.)
May Reduce Dmg against you or Ally by
Spirit
.
3 Prayer

Azeal's Lift
Active/ Free
Character removes 1
S
+
Spirit
+
Int
+
Cha
Harm/Status Effect and may ignore a current Crit effect for 1
S
+
Spirit
+
Int
+
Cha
Rounds.
3 Prayer

Summon Angel
Full
Angel (Lower) arrives with and helps you for 1
S
+
Cha
+
1
D
Rounds.
Inquisitor
Inquisitor 1
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Penance
Burn Sinner
Interim
Burn a sinner alive.
Gain 1
S
+
Spirit
Favor and
+
1
S
+
Cha
Morale.
Castigate
Turn Add-On
Add 1
D
Burning to Target's Limb. (2
D
if Vile.)
Prayers
1 Prayer

Bless
Free
Ally in
Ally removes 2
D
Harm or Status Effect at end of Round
OR
+
1
D
to Ally's Check.
Active Action:
+
1
D
to Ally's Check.
Full Action:
+
2
D
to Ally's Check.
3 Prayer

Holy Fire Wall
Full
Take 3 Spaces within and they do Blast Fire 2
S
+
Spirit
(Burning 2
D
) to anyone inside. Lasts for 1
S
+
Cha
1
D
rounds.
1 Prayer

Holy Flame Touch
Free
If taking Dmg, for each point of Dmg taken the attacker gain 1 Burning to Body Area use to Hit (Max 3).
1 Prayer

Holy Fire Heal
Free
Dmg an Ally within 2R takes Dmg you take
Spirit
+
Cha
of that Dmg instead.
Reduce Dmg on Ally by
Spirit
, but they gain Burning 1 to that Body Area instead.
3 Prayer

Circle of Light
Full
Circle 1 Allies in Area have
6 Only
to be Hit.
Inquisitor 2
Advanced
Can't use Abilities in Light/Medium/Heavy Armor
Penance
Burn Sinner
Interim
Burn a sinner alive.
Gain 1
S
+
Spirit
+
1
D
Favor and
+
1
S
+
Cha
+
1
D
Morale.
Castigate
Turn Add-On
Add 2
D
Burning to Target's Limb or Torso. (4
D
if Vile.)
Azeal's
Embrace
Grapple
Spirit
+
Cha
1S: Ignite
Strike
1
S
+
Dex
Burning 1
S
+
Spirit
. If Head Blind 3
D
(Remove Active/Free
6 Only
Spirit
)
Prayers
1 Prayer

Bless
Free
Ally in
Ally removes 2
D
Harm or Status Effect at end of Round
OR
+
1
D
to Ally's Check.
Active Action:
+
1
D
to Ally's Check.
Full Action:
+
2
D
to Ally's Check.
3 Prayer

Holy Fire Wall
Full
Take 4 Spaces within and they do Blast Fire 2
S
+
Spirit
+
1
D
(Burning 3
D
) to anyone inside. Lasts for 1
S
+
Cha
2
D
rounds.
1 Prayer

Holy Flame Touch
Free
If taking Dmg, for each point of Dmg taken the attacker gain 1 Burning to Body Area use to Hit (Max 3). For each over 3 apply to the Torso.
1 Prayer

Holy Fire Heal
Free
Dmg an Ally within 2R takes Dmg you take
Spirit
+
Cha
+
of that Dmg instead.
Reduce Dmg on Ally by
Spirit
+
1
D
, but they gain Burning 1 to that Body Area instead.
2 Prayer

Circle of Light
Full
Circle 1 Allies in Area have
6 Only
to be Hit.
4 Prayer

Azeal's Inferno
Full
Everyone in takes Blast 3
S
+
Spirit
+
Cha
Dmg and Burning 3.
You take Blast 1
S
+
3
D
Dmg and Burning 2.
Knight
Paladin
Paladin 1
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +10 Capacity,
DR
2
D
and it's attack do
+
1
D
Dmg.
This lasts until Horse dies and can only be done on one horse at a time.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
3
D
and
+
1
D
Holy Dmg for rest of Combat.
2 Prayer

Smite
Free
+
1
S
+
3
D
to Dmg (+5
D
against associated with opposed God) and 2
D
Burning.
2 Prayer

Holy Wall
Active
Choose 3 unoccupied Spaces, they have a Holy Wall.
Holy Wall: /3 Dmg. Hitting or touching it does 1
D
Light Dmg (2
D
if Vile).
3 Prayer

Aura of Justice
Active
All in Circle around you have
+
1
D
to Hit and do
+
1
D
Light Dmg for 3 Rounds.
Paladin 2
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +1
Str
, +1
Endr
, +15 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Dmg.
This lasts until Horse dies and can only be done on one horse at a time.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
4
D
and
+
1
D
Holy Dmg for rest of Combat.
2 Prayer

Divine Shield
and Armor
Active
+1
DR
,
+
1
D
to Block,
+
1
D
Light Dmg Taken to Attacker when you're Hit.
2 Prayer

Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
against associated with opposed God) and
Spirit
+
1
D
Burning.
2 Prayer

Holy Wall
Active
Choose 5 unoccupied Spaces, they have a Holy Wall.
Holy Wall: /5 Dmg. Hitting or touching it does 2
D
Light Dmg (3
D
if Vile).
2 Prayer

Aura of Justice
Active
All in Circle around you have
+
1
D
to Hit and do
+
1
D
Light Dmg for 3 Rounds.
3 Prayer

Rain of Light
Active
Chose 3 grounds of 3 spaces.
Everything in those spaces takes Blast 1
S
+
Spirit
+
Cha
, Light Dmg 2
S
+
Spirit
+
Cha
, and Blind 3
D
.
Squire Squire: May recruit a single Squire at a time. Squire is mostly useless in combat but can run errands. Squire can be assigned to Prayer or Maintenance actions or provide
+
2
D
to those Actions if you ar doing them.
Poison Knight
Poison Knight 1
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +10 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Once a week gain 3
D
Herbs and Attacks do
+
1
D
Poison.
This lasts until Horse dies and can only be done on one horse at a time.
Prayers Tangled:
6 Only
. Remove Free:
Str
, Active:
Str
+
1
S
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
3
D
and
+
1
D
Energy (Ernok) Dmg for rest of Combat.
2 Prayer

Smite
Free
+
1
S
+
3
D
to Dmg (+5
D
against associated with opposed God) and
+
4
D
Poison.
2 Prayer

Vine Wall
Active
Choose 3 unoccupied Spaces, they have a Vine Wall.
Vine Wall: /3 Dmg. Hitting or touching does 1
D
Tangled.
3 Prayer

Aura of Poison
Active
All in Circle around you have
+
2
D
Poison Dmg and
+
2
D
to Resist Poison for 3 Rounds.
Poison Knight 2
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +1
Str
, +1
Endr
, +15 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Once a week gain 3
D
Herbs and Attacks do
+
1
D
Poison.
This lasts until Horse dies and can only be done on one horse at a time.
Prayers Tangled:
6 Only
. Remove Free:
Str
, Active:
Str
+
1
S
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
4
D
and
+
1
D
Energy (Ernok) Dmg for rest of Combat.
2 Prayer

Divine Shield
and Armor
Active
+1
DR
,
+
1
D
to Block,
+
1
D
Tangled Taken to Attacker when you're Hit.
2 Prayer

Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
against associated with opposed God) and
+
4
D
Poison.
2 Prayer

Vine Wall
Active
Choose 5 unoccupied Spaces, they have a Vine Wall.
Vine Wall: /5 Dmg. Hitting or touching does 2
D
Tangled.
3 Prayer

Aura of Poison
Active
All in Circle around you have
+
2
D
Poison Dmg and
+
2
D
to Resist Poison for 3 Rounds.
3 Prayer

Poison Cloud
Active
All enemies in 2R Resist 1
S
+
Spirit
+
Cha
+
Int
Poison w/
Spirit
/
Fort
.
All allies in 2R Resist 5
D
Poison.
Squire Squire: May recruit a single Squire at a time. Squire is mostly useless in combat but can run errands. Squire can be assigned to Prayer or Maintenance actions or provide
+
2
D
to those Actions if you ar doing them.
Depth Knight
Depth Knight 1
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +10 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Horse can run on on in water over short distancnes.
Can drink seawater.
Once a week gain 2
D
Herbs.
Prayers Ocean Drinker: Can drink seawater. Ignore
6 Only
to Combat Checks while Swimming.
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
3
D
and
+
1
D
Energy (Ernok) Dmg for rest of Combat.
2 Prayer

Smite
Free
+
1
S
+
3
D
to Dmg (+5
D
against associated with opposed God) and 1
S
+
3
D
Pushed (Resist
Str
), Collision 4
D
2 Prayer

Water Wall
Active
Choose 3 unoccupied Spaces, they have a Water Wall.
Water Wall: /9 Dmg. Touching does 1
S
+
3
D
Push (Resist
Str
). If able to Resist push +1 over may move through.
3 Prayer

Aura of Waves
Active
All in Circle around you have 1
S
+
3
D
Pushed (Resist
Str
), Collision 4
D
for 3 Rounds.
Depth Knight 2
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +1
Str
, +1
Endr
, +15 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Horse can run on on in water over short distancnes.
Can drink seawater.
Once a week gain 2
D
Herbs.
Prayers Ocean Drinker: Can drink seawater. Ignore
6 Only
to Combat Checks while Swimming.
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
4
D
and
+
1
D
Energy (Ernok) Dmg for rest of Combat.
2 Prayer

Divine Shield
and Armor
Active
DR
,
+
1
D
to Block, when Hit attacker resists Push or Knockdown 1 w/
Str
/
Agl
.
2 Prayer

Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
against associated with opposed God) and 1
S
+
6
D
Pushed (Resist
Str
), Collision 6
D
2 Prayer

Water Wall
Active
Choose 8 unoccupied Spaces, they have a Water Wall.
Water Wall: /9 Dmg. Touching does 1
S
+
6
D
Push (Resist
Str
). If able to Resist push +1 over may move through.
3 Prayer

Aura of Waves
Active
All in Circle around you have 1
S
+
6
D
Pushed (Resist
Str
), Collision 6
D
for 3 Rounds.
3 Prayer

Wave Blast
Active
All in Circle around you have 1
S
+
6
D
Pushed (Resist
Str
), Collision 6
D
and take Slash 1
S
+
6
D
Blast Dmg.
Squire Squire: May recruit a single Squire at a time. Squire is mostly useless in combat but can run errands. Squire can be assigned to Prayer or Maintenance actions or provide
+
2
D
to those Actions if you ar doing them.
Chaos Knight
Chaos Knight 1
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +10 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Once a week anyone action (6
D
)
      1-3: Gain 1 Stress.
      4-6: Gain 2 Morale.
Horse Attack does 6
D
:
      1-2: Push in 3
D
in random direction.
      3-4: Attack does
+
1
D
Burning.
      5-6: Attack does
+
1
D
Frozen.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
3
D
and
+
1
D
Energy (Yavarra) Dmg for rest of Combat.
2 Prayer

Smite
Free
+
1
S
+
3
D
to Dmg (+5
D
against associated with opposed God) and target moves 1
S
+
3
D
Spaces in a random direction.
2 Prayer

Chaos Wall
Active
Choose 3 unoccupied Spaces, they have a Chaos Wall.
Chaos Wall: /3 Dmg. Hitting or touching moves that person 3
S
+
5
D
random direction away from wall.
3 Prayer

Aura of
Potential
Active
Lasts 3 Rounds.
All allies in Circle around you must roll 2
D
.
      0S: Have
6 Only
. 1S: Have
Success 4/5/6

All enemies in Circle around you must roll 1
D
.
      0S: Have
6 Only
. 1S: Have
Success 4/5/6
Chaos Knight 2
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +1
Str
, +1
Endr
, +15 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Once a week anyone action (6
D
)
      1-3: Gain 1 Stress.
      4-6: Gain 2 Morale.
Horse Attack does 6
D
:
      1-2: Push in 3
D
in random direction.
      3-4: Attack does
+
1
D
Burning.
      5-6: Attack does
+
1
D
Frozen.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
4
D
and
+
1
D
Energy (Yavarra) Dmg for rest of Combat.
2 Prayer

Divine Shield
and Armor
Active
+1
DR
,
+
1
D
to Block, and attacker moves 1
D
in random direction away from Shield when Hit.
2 Prayer

Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
against associated with opposed God) and target moves 1
S
+
4
D
Spaces in a random direction.
2 Prayer

Chaos Wall
Active
Choose 8 unoccupied Spaces, they have a Chaos Wall.
Chaos Wall: /4 Dmg. Hitting or touching moves that person 4
S
+
6
D
random direction away from wall.
3 Prayer

Aura of
Potential
Active
Lasts 3 Rounds.
All allies in Circle around you must roll 2
D
.
      0S: Have
6 Only
. 1S: Have
Success 4/5/6

All enemies in Circle around you must roll 1
D
.
      0S: Have
6 Only
. 1S: Have
Success 4/5/6
3 Prayer

Dice of Chaos
Active
Roll a D6, all in :
    1: Flies 2S+5D in random direction. Coll: 2S+3D
    2: Enemies Blast Burning 2, Allies Blast Burning 1
    3: Enemies Blast Frozen 2, Allies Blast Burning 1
    4: Ogre appears in random space in area and attacks closest person for 3 Rounds.
    5: All enemies gain 1S+3D Illness. All Alies gain 3D Illness.
    6: Everyone switches control of each other for 3 Rounds. Can't attack yourself.
Squire Squire: May recruit a single Squire at a time. Squire is mostly useless in combat but can run errands. Squire can be assigned to Prayer or Maintenance actions or provide
+
2
D
to those Actions if you ar doing them.
Blood Knight
Blood Knight 1
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +10 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
When drinking blood horse gains
+
1
D
Morale.
Horse Attack does
+
2
D
Bleeding.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
3
D
and
+
1
D
Energy (Tyrannus) Dmg for rest of Combat.
2 Prayer

Smite
Free
+
1
S
+
3
D
to Dmg (+5
D
against associated with opposed God) and
+
2
D
Bleeding.
2 Prayer

Blood Wall
Active
Choose 3 unoccupied Spaces, they have a Vine Wall.
Blood Wall: /3 Dmg. Hitting or touching wall does 2
D
Bleeding.
3 Prayer

Aura of Blood
Active
All in Circle have
+
2
D
Bleeding and
+
1
S
+
2
D
to Bleeding to attacker when hit for 3 Rounds.
Blood Knight 2
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +1
Str
, +1
Endr
, +15 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
When drinking blood horse gains
+
1
D
Morale.
Horse Attack does
+
2
D
Bleeding.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
4
D
and
+
1
D
Energy (Tyrannus) Dmg for rest of Combat.
2 Prayer

Divine Shield
and Armor
Active
+1
DR
,
+
1
D
to Block, opponant takes
+
2
D
Bleeding when you're Hit.
2 Prayer

Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
against associated with opposed God) and
+
3
D
Bleeding.
2 Prayer

Blood Wall
Active
Choose 5 unoccupied Spaces, they have a Blood Wall.
Blood Wall: /5 Dmg. Hitting or touching wall does 4
D
Bleeding.
3 Prayer

Aura of Blood
Active
All in Circle have
+
2
D
Bleeding and
+
1
S
+
2
D
to Bleeding to attacker when hit for 3 Rounds.
3 Prayer

Summon Bloodmonster
Active
Control BloodMonster for 2
S
+
Cha
+
Endr
Rounds.
+
2
D
for each corpse in .
Squire Squire: May recruit a single Squire at a time. Squire is mostly useless in combat but can run errands. Squire can be assigned to Prayer or Maintenance actions or provide
+
2
D
to those Actions if you ar doing them.
Death Knight
Death Knight 1
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +10 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Doesn’t Eat/Drink and is Undead.
Horse Attack does
+
1
D
Terror.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
3
D
and
+
1
D
Energy (Morgeth) Dmg for rest of Combat.
2 Prayer

Smite
Free
+
1
S
+
3
D
to Dmg (+5
D
against associated with opposed God) and
+
2
D
Terror.
2 Prayer

Dark Wall
Active
Choose 3 unoccupied Spaces, they have a Dark Wall.
Dark Wall: /3 Dmg. Hitting or touching does 1
D
Terror.
3 Prayer

Aura of Death
Active
All allys Circle who takes or deals Dmg you or they may remove 2
D
Harm and gain 2
D
Will. Lasts 3 Rounds.
Death Knight 2
Multiclass
Blessings
Pray
Free
Spirit
1S: +1 Prayer
/4 Prayer
Bless
Horse
Downtime
Must have the Cavalry Class. Use 2 Favor: Your Warhorse gains +1
Sense
, +1
Int
, +1
Spirit
, +1
Str
, +1
Endr
, +15 Capacity,
DR
2
D
and it's Attacks do
+
1
D
Poison.
Doesn’t Eat/Drink and is Undead.
Horse Attack does
+
1
D
Terror.
Prayers
2 Prayer

Divine Blade
Active
Your weapon has
ArPen
4
D
and
+
1
D
Energy (Morgeth) Dmg for rest of Combat.
2 Prayer

Divine Shield
and Armor
Active
+1
DR
,
+
1
D
to Block, opponant takes
+
1
D
Terror when you're Hit.
2 Prayer

Smite
Free
+
1
S
+
4
D
to Dmg (
+
6
D
against associated with opposed God) and
+
3
D
Terror.
2 Prayer

Dark Wall
Active
Choose 5 unoccupied Spaces, they have a Dark Wall.
Dark Wall: /5 Dmg. Hitting or touching does 2
D
Terror.
3 Prayer

Aura of Death
Active
All allys Circle who takes or deals Dmg you or they may remove 2
D
Harm and gain 2
D
Will. Lasts 3 Rounds.
3 Prayer

All Serve in Death
Active
For 2
S
+
Int
+
Cha
Rounds control all dead creatures within . (They cannot go father than away from you.)
Squire Squire: May recruit a single Squire at a time. Squire is mostly useless in combat but can run errands. Squire can be assigned to Prayer or Maintenance actions or provide
+
2
D
to those Actions if you ar doing them.
Master
Paragon
Paragon
Master
Can't use Abilities in Light/Medium/Heavy Armor
Blessings Save Life:
+
1
S
to Save Life Checks.
1F
Repair: Reattach recently lost Limb or finger or regain recently lost eye.
1F
+
(1 Favor) Call Back:
+
1
S
to Resuscitate. (May apply whether or not you are doing the Resusicating.)
2 Favor
Light Body
Free
Lasts 3 Rounds, each round after that
Spirit
1S: Keep active.
Gain
DR
2.
(Free Action:) Any foes within must Resist 2 Blind w/
Spirit
. Remove (Free) w/
Spirit
.
Turn now does Blast 1
S
+
3
D
Light Dmg.
May ignore all effects of Harm/Critical while active.
Prayers
3 Prayer
+ 1 Favor

Field of Light
Free
Circle
Lasts for 3 Rounds.
All allies remove
Int
+
Cha
+
Spirit
Harm/Status Effect per Round and have
DR
2
D
.
All foes must Resist Blind 1 w/
Spirit
Remove (Free)
Spirit
.
1 Prayer
Bless
Ally in
Free: Ally removes 2
D
Harm/Status Effect at end of Round OR
+
1
D
to Ally's Check.
Active: Ally removes
+
2
D
Harm and
+
2
D
to Ally's Check.
Full:
+
3
D
Harm and
+
3
D
to Ally's Check.
5 Prayer

Summon Angel
Angel (Medium Type) helps you for 1
S
+
Cha
Rounds.
Crusader
Crusader
Master
Blessings Connection to the Divine: May activate Divine Sword and Divine Shield and Armor for
1 Prayer
.
Holy Walls: Whenever creating a Holy Wall create 2 more.
Holy Horse
Apply to Blessed Horse
Rest: Removes 1
S
+
4
D
Fatigue/Illness per Day if given chance to Sleep.
Recovery: Removes 3
D
Wound per Day per Body Area.
Exposure:
+
1
S
+
2
S
to Exposure Checks to resist Cold.
Divine Body
Immune to Blood Loss, Illness, and
+
2
D
to Resist Hunger, Thirst, Sleep, Poison, Infection.
Prayers
3 Prayer

God's Blade
Free
+
2
S
+
4
D
to Dmg (1
S
+
+
6
D
against associated with opposed God) and 2
S
to Smite Effect.
Arch-Bishop
Arch-Bishop
Master
Followers
Gain Follower
Downtime
4
S
+
Cha
+
Int
May gain at a Church. May have 1 max.
2 Valor + 20G: Cleric.
5 Valor + 50G: Paladin.
Follower follows your directions and is willing to die as long as it's for a divine cause.
Blessings Church Leader: All Church services and items are free.
Holy Vault: You are granted 1 Rare Magic Items from the Holy Vault. You may access the Secret of the Holy Libraries and the Inner Sanctum.
Preach
Downtime
4
S
+
Cha
+
Int
Must be at a church
1S: 1 Gold or 2
D
Favor.
Bless Area
Interim or 3 Full Rounds
Circle
Building or 4R Area does 1
D
Fatigue to Vile creatures inside every Round.
All water inside becomes holy water.
Effect lasts 1 Day.