Acrobat
Technique · level 1Path of the Tumbler
The Bard gets a +2 bonus per rank to all his DEX tests aimed at performing acrobatics, balancing, jumping, or climbing.
Learned moves, secret thrusts and field know-how.
Path of the Tumbler
The Bard gets a +2 bonus per rank to all his DEX tests aimed at performing acrobatics, balancing, jumping, or climbing.
Path of Animals
The Druid can communicate with animals, who generally behave amicably toward him. He gains a +2 bonus per rank to all tests aimed at influencing an animal.
Path of Elemental Magic
If the Magician succeeds his magic attack test (with a range of 20 m), the targeted creature is deprived of air. The victim gradually suffocates and takes 1d6 damage per turn for [1 + INT Mod.] turns.
Path of Plants
The Druid's skin takes on the consistency of bark. He gains +1 to DEF per rank in this Path for [5 + WIS Mod.] turns.
Path of the Golem
The Artificer replaces brute strength with a bit of thought. He can make an INT test instead of a STR test where relevant. He gets a +2 bonus per rank in this Path to all tinkering or science tests.
Path of Metal
The Artificer gets a +2 bonus per Rank in this Path to goldsmithing or blacksmithing tests.
Path of Blood
The Necromancer must succeed a magic attack test (range 10 meters). Blood gushes from the victim's orifices, dealing 1d6 damage per turn for a number of turns equal to the rank.
Path of Holy War
The Priest blesses his sacred weapon. If he rolls a 1 on his damage die, he rerolls it and keeps the second result. The weapon's damage is considered magical.
Path of Prayer
The Priest chants a song to encourage his companions in sight. They (as well as the Priest) gain a +1 bonus to all their Ability and attack tests for [3 + WIS Mod.] turns.
Path of Seduction
The Bard gets a +2 bonus per rank reached in this Path to all his CHA tests aimed at seducing, sweet-talking, or lying.
Path of Explosives
The Gunner knows how to make his own powder and other explosive substances, and gets a +2 bonus per Rank to all chemistry or alchemy tests.
Path of the Primitive
The Barbarian gets a +1 bonus per Rank in this Path to survival, stealth, or observation tests in the natural environment.
Path of the Soldier
At the start of your turn, choose to apply up to -1 per rank to attack, DEF, or damage, and gain the equivalent bonus of your choice to attack, DEF, or damage until your next turn.
Path of the Enchanter
The Sorcerer gives a simple order (but not one dangerous to the target) that the victim must be able to understand. He must succeed an opposed magic attack test against the target (or opposed to a melee attack test if the creature has none) within a range of 20 meters. On a failure, the target carries out the order during its next turn.
Path of the Battlefield
Once per turn, the Gunner can swap his Initiative with another willing character.
Path of the Demon
Make a magic attack test against a target within 20 meters. On a success, the victim performs all their tests with two d20 and keeps the worse result.
Path of Dark Magic
The Necromancer summons a fixed zone of magical darkness, 10 meters in diameter, for [5 + INT Mod.] turns.
Path of Faith
For each Rank in this Path, the Priest gains a +2 bonus to CHA tests aimed at convincing or converting his audience.
Path of Movement
The Rogue is very nimble and gets a +1 bonus per rank in this Path to his DEF and to all his DEX tests meant to dodge.
Path of Nobility
The Knight knows how to read and write; he gains +1 per rank in this Path to all his INT and CHA tests.
Path of Survival
For each Rank in this Path, the Ranger gains a +2 bonus to all his CON tests meant to resist fatigue, harsh weather, and survival in the natural environment in general.
Path of Arcane Magic
The Magician or a willing target (within reach) has their size increased by 50% for [5 + INT Mod.] turns. They gain +2 to melee damage and STR tests. Clumsy, they suffer a -2 penalty to DEX tests.
Path of the Cavalier
The Knight has a well-trained warhorse. While mounted, he adds 10 m of movement before or after an action. The mount only attacks if it is the target of a melee attack. Stats: STR +4, DEX +0, CON +4, INT -2, WIS +0, CHA +0, Init 10, DEF 13, HP 15, Kick +5, damage 1d6+4.
Path of Summoning
The character chooses a small animal (raven, cat, ferret, snake…). He can use his familiar's senses and communicate with it at unlimited range, gaining +2 to Initiative when the familiar is in sight. The familiar shares its master's HP and forms a single target for area attacks.
Path of the Gunslinger
If his firearm is ready (loaded and in hand), the Gunner can fire with a +10 bonus to his Initiative.
Path of the Great Beyond
The Necromancer makes a magic attack test against a target (range 20 meters). The target must succeed a STR or WIS test (its choice) of difficulty [10 + INT Mod.] or flee for [1d4 + rank] turns.
Path of the Leader of Men
The Knight is immune to fear attacks and grants a [2 + CHA Mod.] bonus to all his allies against this type of effect.
Path of the Slayer
The Barbarian gets a +1 bonus per Rank in this Path to his Initiative score and to all his DEX tests meant to dodge.
Path of the Wildcat
The Druid gains +1 per rank in this Path to Initiative and to running, climbing, or jumping tests.
Path of the Duelist
The Rogue can use his Ranged Attack score for a melee attack when using a light weapon such as a dagger or rapier. If he wishes, he can in this case replace the STR Mod. to damage with his INT Mod.
Path of Vital Energy
Through an effort of concentration, the Monk can make his hands intangible; on that turn, he can make a simple attack with a +2 bonus to attack, +5 if the target is wearing armor.
Path of the Musician
The Bard sings and inspires his companions: all allies within earshot get a +1 bonus to all their tests for [5 + CHA Mod.] turns.
Path of the Hero
Once per combat, the Knight can set aside the damage taken from an attack. He will only suffer its effects once the combat is over.
Path of the Fist
When fighting unarmed, the Monk can use his ranged attack score instead of his melee attack score. He deals [1d6 + STR Mod.] lethal damage.
Path of Universal Magic
The Magician designates an object, which then produces light in a 20-meter radius. This light source emits no heat and goes out after 10 minutes or whenever the Magician decides. This spell can cancel a Darkness spell cast by a necromancer of lower level.
Path of Healing
The Priest can touch a target, who then recovers [1d8 + Priest's level] lost HP. The Priest can use this spell on himself.
Path of Protective Magic
The Magician conjures a silvery magical cloud that protects him against enemy attacks. He gets a +4 bonus to DEF for the rest of the combat. If the spell is stacked with physical armor, the bonus is halved (+2 DEF).
Path of Artifacts
The Artificer creates a great magic staff. As a two-handed weapon, he gains a +1 bonus to melee attack tests and deals [1d6 + INT Mod.] magic damage.
Path of the Protector
The Druid must be standing in front of a living bush or tree. His incantation makes [1d6 + WIS Mod.] fruits grow, which he can pick. Each fruit counts as a meal and restores [1d6 + Druid's level] HP to whoever eats it. These fruits' effects only work once per day per character.
Path of Destructive Magic
The Magician chooses a visible target within 50 meters. It automatically takes 1d4 points of damage (no attack test required). Starting at Rank 4 in this Path, the damage increases to 1d6.
Path of Nature
The Druid gains a +2 bonus per rank in this Path to all tests based on survival in the natural environment.
Path of the Artilleryman
The Gunner gets a +1 bonus per Rank in this Path to all tests aimed at repairing or understanding mechanisms, and can apply this bonus to attacks made with siege weapons.
Path of Mastery
For each Rank in this Path, the Monk gains +1 to DEF and to all his DEX tests to perform acrobatics.
Path of Precision
The Gunner ignores the penalties normally applied when the target is under cover.
Path of the Trickster
For each rank acquired in this Path, the Rogue gets a +2 bonus to all his DEX tests related to precision: picking a lock, disarming a trap, pickpocketing...
Path of Illusions
For [5 + CHA Mod.] turns, whenever an attack hits him, the Sorcerer rolls 1d6: on a 5-6, he takes no damage.
Path of Meditation
As long as the Monk has not taken any offensive action in a combat, he gets a +5 bonus to DEF.
Path of Fencing
The Bard can use his ranged attack score to fight in melee when using a light one-handed weapon such as a dagger, short sword, or rapier.
Path of the Shield
The Warrior grants the DEF bonus of his shield to a companion of his choice standing right next to him (he still keeps this bonus for himself as well). He can switch companions each turn during his Initiative phase. This is a free action.
Path of the Vagabond
Through his travels, the Bard has learned all sorts of things; he gets a +2 bonus per Rank in this Path to INT tests to 'remember' a historical, political, geographical, or occult piece of information that could be useful to him.
Path of Runes
The Artificer inscribes protective runes on all his equipment, and sometimes even on his skin. He gets a +1 bonus to DEF per rank in this Path.
Path of Spirituality
The Priest's religious garb replaces armor and grants a DEF bonus equal to +1 per Rank in this Path (while wearing no armor).
Path of the Animal Companion
The Ranger's wolf detects the scents of animals and creatures where they have passed. The Ranger gains a +5 bonus to WIS tests to track and follow trails.
Path of the Archer
For each Rank in this Path, the Ranger gains a +2 bonus to all his WIS tests meant to simulate perception (sight, hearing, alertness, etc.). Additionally, he adds his WIS Mod. to the damage he deals with a bow and to his Initiative.
Path of Divination
The Sorcerer always senses slightly in advance what is about to happen. He gains a +1 bonus per Rank in this Path to Initiative and to DEF, as well as a +2 bonus per Rank to all tests made to avoid being surprised.
Path of Skirmish
The Ranger gains a +2 bonus to attack and damage when fighting animals, and a +2 bonus per Rank in this Path to track or find trails.
Path of Death
Whenever a creature dies within 20 meters of the Necromancer, he recovers 1d6 HP.
Path of the Adventurer
Once per combat, the Rogue can perform an additional free movement of 20 meters at any point during the turn.
Path of the Assassin
When trying to go unnoticed, the Rogue gets a +2 bonus to his DEX test for each rank acquired in this Path.
Path of Combat
The Warrior gains +3 to Initiative.
Path of War
The Knight's armor is perfectly fitted, so he only adds half his DEF to the difficulty of tests for which armor inflicts a penalty (same for helmets). If you don't use the armor penalty rule, the Knight gets a +1 bonus to DEF when wearing metal armor.
Path of Elixirs
A strange brew that heals [1d4 + rank] HP and grants a +3 bonus to the next [rank + 1] success tests made (within a 12-hour time limit).
Path of Resilience
The Warrior gains 3 additional HP at Rank 1, then 3 more HP at Rank 3 of this Path, and finally 3 HP at Rank 5.
Path of the Loincloth
The Barbarian is an athlete capable of extraordinary physical feats; he gets a +2 bonus per Rank in this Path to running, jumping, or climbing tests.
Path of Rage
The Barbarian lets out a howl that frightens his opponents. Enemies with STR and max HP lower than the Barbarian's suffer a -2 penalty to melee attack for the rest of the combat. Starting at Rank 4, this ability only requires a movement action.
Path of the Weapons Master
The Warrior chooses a weapon of choice (for example, a longsword or one-handed axe, short bow, etc.), and gains +1 to attack when using it.
Path of the Brute
The Barbarian adds his STR Mod. to his maximum HP score, as well as to his and his allies' CHA tests in melee for negotiation, persuasion, or intimidation tests.
Path of Air
The Sorcerer whispers a message of about ten words that travels to its recipient. He can hear the reply immediately. The range is 100 meters per Rank in this Path, and the character must know the target or see them.
Path of the Wind
The Monk can move both before and after attacking (though he still covers only his normal distance). In addition, he gains +1 per Rank in this Path to Initiative.
Path of the Tracker
When trying to pass unnoticed in the forest, the Ranger gains a +2 bonus per Rank to his DEX test.
Path of the Shield
On his turn, the Warrior may only take an attack or movement action. Afterward, at any point before his next turn, the Warrior can make a melee attack test opposed to an enemy's successful melee or ranged attack test. On a success, the enemy's attack is blocked by the shield.
Path of Skirmish
The Ranger gains a +2 bonus to attack and +2d6 to damage on his first attack against a creature if he has a better Initiative score.
Path of the Great Beyond
The Necromancer animates the corpse of a medium-sized humanoid that died less than an hour ago. The zombie understands the orders 'Attack,' 'Follow,' 'Guard,' and 'Stay.'
Path of the Primitive
The Barbarian gets a DEF bonus equal to his Rank in this Path when he wears no armor.
Path of Blood
For [5 + INT Mod.] turns, the Necromancer's blood turns into an acid that splashes onto enemies who touch him in melee combat, dealing 1d6 acid damage.
Path of the Archer
The Ranger can make a ranged attack against an enemy he cannot see (for example invisible or in total darkness), but whose existence and approximate direction he knows, as if he could see it, thus without the penalty caused by not seeing it.
Path of the Slayer
The Barbarian moves in a straight line at least 5 meters (20 meters maximum) and makes a melee attack with a +2 bonus to attack and +1d6 to damage.
Path of Air
The Sorcerer charges himself with electrical energy for [5 + CHA Mod.] turns. Any creature that wounds him or touches him receives a shock dealing 1d6 damage. He can also deliver an electric shock (magic attack, range 10 meters) dealing [1d6 + CHA Mod.] damage.
Path of Fencing
The Bard adds his INT Mod. to Initiative and DEF in addition to his DEX Mod.
Path of the Weapons Master
The Warrior scores critical hits on 19-20 (18-20 when using a rapier or a Vivelame).
Path of Vital Energy
This ability allows the unarmed combatant to defer the damage he deals. At any point within the following hour, he can declare a 'Deadly Pressure' to instantly release all the accumulated damage plus an additional 1d6, via a successful attack test.
Path of Death
The Necromancer takes on a deathly appearance for [5 + INT Mod.] turns, gaining immunity to attacks that affect only the living and a reduction to physical and cold damage.
Path of the Fist
The Monk can deflect a projectile (arrow, javelin, etc.) once per combat turn (unless the attack test is a critical hit or the attack comes from a firearm).
Path of Rage
When the Barbarian takes damage that would bring him to 0 HP, he can make a CON test at difficulty 10 to keep 1 HP. The difficulty increases by 10 for each additional wound. While raging, he gets +10 to these tests.
Path of Explosives
The Gunner can prepare an explosive charge that lets him easily demolish structures. It takes 3 full turns to prepare and place the charge.
Path of Prayer
The Priest can make a WIS test at difficulty 13. On a success, all undead in sight take 2d6 damage. This damage increases to 3d6 at Rank 4 of this Path.
Path of Divination
For [5 + CHA Mod.] turns, the Sorcerer detects invisible or hidden creatures within 30 meters and detects whether a Clairvoyance spell affects the location. If blinded, this spell allows him to see normally.
Path of Universal Magic
The Magician concentrates and detects the presence of any magical inscription and any magic item located in the room he is in (or within 15 meters around him). This spell can also be used to analyze the properties of a magic item at the cost of 2 hours of study and 100 sp of silver dust.
Path of the Trickster
By succeeding an INT test of difficulty 10, the Rogue can detect (and then safely bypass) traps (before they trigger, of course). Magical traps require an INT test of difficulty 15.
Path of Combat
The Warrior makes a melee attack and his target must make an opposed attack test. If the Warrior gets the higher result, his opponent's weapon falls to the ground (a movement action is required to pick it up). If the Warrior succeeds by at least 10 points more than his opponent, he prevents the opponent from recovering the weapon (by stepping on it, knocking it out of reach, etc.). This ability naturally has no effect on natural weapons (claws, fangs, stinger, etc.). Opponents using two-handed weapons are harder to disarm, suffering a -5 penalty to the test.
Path of Elemental Magic
For [5 + INT Mod.] turns, the Magician subtracts from all fire, cold, electricity, or acid damage taken an amount equal to twice his Rank in this Path.
Path of Movement
The Rogue can fall from a height of 3 m per rank without getting hurt (reminder: a character without this ability takes 1d6 points of damage for every 3 m fallen - Falling Rules).
Path of the Duelist
Once per combat, the duelist can dodge an attack that was about to hit him and arrange for it to affect another opponent in contact with him. Compare the attack test to the new target's DEF to determine whether it takes damage.
Path of the Brute
The Barbarian can temporarily multiply his physical resources to use prodigious strength. He can thus lift an incredible load, break a sword, bend bars, or smash down a door with a single punch. He gets a +10 bonus to his STR test, but it costs him 1d4 HP.
Path of Protective Magic
The Magician affects a target within 10 meters with this spell. The target can fall 6 meters per rank in the Path without taking damage. If the fall is greater than this height, it is reduced by that much.
Path of the Tumbler
The Bard adds his CHA Mod. to DEF and Initiative (in addition to his usual DEX Mod.).
Path of Arcane Magic
The Magician takes on the consistency of a gas. He moves close to the ground (if he falls, he does so in slow motion) at a speed of 10 m per turn. He can slip through the smallest gaps (such as under a door) but cannot use any ability in this form. He also takes no damage, except from area spells that deal damage (such as Fireball). The spell lasts [1d4 + INT Mod.] turns.
Path of the Golem
The golem is a humanoid creature built by the Artificer to serve as a servant and bodyguard. Its statistics include DEF 14, HP [4 x level], attack [level + STR Mod.], and damage 1d8+1.
Path of Elixirs
The Artificer throws the vial up to 10 meters away with an attack action (automatic success). The contents explode within a 3-meter radius, dealing 1d6 damage per rank in this Path.
Path of Meditation
Once after each combat, the Monk can meditate for 10 minutes and recover [level + WIS Mod.] HP this way.
Path of the Hero
While wearing heavy armor (half-plate or more), the Knight reduces the damage taken from ranged attacks by an amount equal to his Rank in this Path.
Path of Animals
By succeeding at a magic attack test (range 20 m), the Druid releases a swarm of flying insects on his target that sting, blind, and follow it for [5 + WIS Mod.] turns. The victim takes 1 damage per turn and a -2 penalty to all actions.
Path of the Leader of Men
Once per turn, the Knight can take a blow in place of an ally at his side. He uses his own DEF instead of the original target's and subtracts his Rank in this Path from the damage.
Path of Summoning
This spell creates an invisible force for [5 + CHA Mod.] minutes. The servant can perform simple tasks at a distance that require no success test and no Characteristic score above 10 (range 20 meters).
Path of Seduction
While wearing no armor and fighting with a rapier or sword, the Bard gets a +1 bonus to DEF against melee attacks per Rank held in this Path.
Path of the Protector
The forest awakens within a 1 km radius per rank and becomes an ally of the Druid for the next 12 hours. Within this area, the Druid's enemies are disoriented and hindered by branches and roots. Their movement is halved and they suffer a -5 penalty to Initiative and to all survival, orientation, perception, or stealth tests.
Path of Illusions
The Sorcerer creates a motionless visual and auditory illusion lasting [5 + CHA Mod.] minutes (or turns if the illusion is animated). The maximum size of the illusion is 10 meters per side per Rank in this Path (range 500 meters). Divide these values by 10 if the illusion is animated. Interacting with the illusion makes it disappear.
Path of Healing
The Priest can touch a target, who then recovers [2d8 + Priest's level] lost HP. The Priest can use this spell on himself.
Path of Resilience
The Warrior has toughened his body. He gets a +2 bonus to DEF. This bonus increases to +4 once he reaches rank 4 of the Path.
Path of Nobility
The Knight gets a bonus equal to [1 + CHA Mod.] to Initiative and DEF. Additionally, he benefits from a +5 bonus to CHA tests made to give orders or intimidate.
Path of Survival
If the Ranger spends 1 hour in the forest, he finds enough food to feed two people (for one day) for each rank he has in this Path. By spending 1d6 hour(s) and succeeding at a WIS test at difficulty 10, the Ranger finds medicinal plants that let him heal 1d6 HP per Rank. These plants must be used immediately. However, this healing can be distributed among several patients: the player allocates the d6s from the medicinal plants as he sees fit.
Path of the Wildcat
The Druid tames a panther (or cougar) that obeys him faithfully. STR +2, DEX +4, CON +2, INT -3, WIS +2, CHA -2, Init 18, DEF 16, HP [level x 4], melee attack [Druid's level], damage 1d6+2.
Path of the Soldier
When you fight the same creature as an ally, you gain +1 to attack and DEF for each ally in contact with both you and the creature.
Path of Plants
The Druid can command vegetation to grow and trap his enemies (but not his allies) within a 10 m diameter zone (range 20 m) for [5 + WIS Mod.] turns. Entangled targets suffer a -2 penalty to attack and DEF and cannot move. Each turn, a creature can break free with a STR test at difficulty [10 + WIS Mod.].
Path of Precision
The Gunner adds a +1 bonus to the damage of ranged weapons up to a range of [5 x DEX Mod.].
Path of Spirituality
A spell cast on oneself or an ally (touch range) for the duration of a combat, granting +2 to DEF and to resistance tests against undead, demons, elementals, and summoned creatures.
Path of the Adventurer
The Rogue excels at making himself disagreeable, even unbearable. With an opposed CHA test against the target's INT, he can force the target to attack him this turn. The Rogue can immediately retaliate with a free attack or, if the target missed, with a Sneak Attack!
Path of the Gunslinger
Reloading a musketoon or musket becomes a movement action. For a hand crossbow or a light crossbow, it becomes a free action. Starting at Rank 5 in this Path, he can reload two weapons with a single action.
Path of Runes
By performing a 5-minute ritual, the Artificer enchants a piece of jewelry for 24 hours. It allows the wearer to reroll a d20 once per combat on an attack, STR, DEX, or CON test. Only one such piece of jewelry can be worn at a time.
Path of Artifacts
The Artificer seals a door or a chest for a duration in minutes equal to his INT score. Only a command word he chooses can open the object.
Path of Metal
A ranged targeting ability that heats up a metal object carried by the opponent for a variable duration, dealing damage or imposing penalties depending on the type of equipment.
Path of Mastery
The Monk scores critical damage (multiplied by 2) on a roll of 19 to 20 on the d20 for an unarmed or melee weapon attack test, and on a roll of 18 to 20 with a rapier or a Livingblade.
Path of Holy War
The Priest bears the symbol of his faith on his shield, granting him an additional +1 bonus to DEF. This bonus increases to +2 at Rank 4 of this Path.
Path of War
The Knight positions himself to deflect a blow with his armor. On his turn, he only takes an attack action or a movement action. Afterward, at any point before his next turn, he can subtract from the damage taken from a melee attack a total equal to his armor's DEF Mod. (plus any magic and shield bonuses).
Path of Faith
This miracle creates a weapon of silver and light for the duration of the combat that only the Priest can use. This weapon deals [1d6 + WIS Mod.] damage. Against demons and undead, it grants a +2 bonus to attack and adds +1d6 to damage.
Path of the Cavalier
While mounted, the Knight gains +2 to melee attack and his mount gets a DEF equal to the Knight's. Mounting or dismounting becomes a free action.
Path of the Enchanter
Plunges living creatures into unconsciousness for [5 + CHA Mod.] minutes. Affects a number of hit points equal to the magic attack test result within a 10-meter diameter area (range 20 meters). Targets must be of a level no higher than half the caster's level. Sleeping targets can be woken up by slapping them (an attack action).
Path of the Assassin
When attacking a Surprised or flanked opponent, the Rogue deals 2d6 additional damage (note that bonus dice are not multiplied on a critical hit). The damage dealt by this ability increases by +1d6 each time the character reaches rank 4 in a Rogue Path.
Path of the Musician
The Bard lets out a cry with devastating effects (or produces a sound with an instrument for the same purpose). On a successful magic attack test, he deals [1d6 + CHA Mod.] damage to all targets facing him within a 10 m range.
Path of Dark Magic
The Necromancer can move 10 meters per movement action across walls and ceilings for [5 + INT Mod.] turns.
Path of the Loincloth
The Barbarian is particularly hardened; he receives a DEF bonus equal to his CON Mod.
Path of the Demon
The character gains a fascinating beauty that grants a +5 bonus to Charisma tests and a touch attack that restores the damage dealt as hit points.
Path of the Tracker
After killing a creature, the Ranger can decide that all creatures of its kind have become sworn enemies. Against these creatures, he gains a bonus equal to his WIS Mod. to his attacks and deals +1d6 damage. The Ranger can change his sworn enemy once per level.
Path of the Battlefield
The Gunner halves the damage he takes from ranged and area attacks, and can move 20 meters.
Path of the Vagabond
This spell allows the Bard to read, write, and speak any ancient or living language for [1d6 + CHA Mod.] minutes.
Path of the Artilleryman
After failing a ranged attack, the Gunner can declare that it was a warning shot: he gets +5 to his test and +1d6 to damage on his first attack.
Path of the Animal Companion
The wolf is constantly on guard. The Ranger therefore has advance warning when enemies try to ambush him; he gains a +5 bonus to surprise tests (WIS) and to Initiative. When surprised, he can make a single ranged attack BEFORE the first turn of combat begins.
Path of Destructive Magic
The Magician chooses a target within 10 meters. If his magic attack succeeds, the ray affects the target, who suffers a -2 penalty to STR tests, melee attack, and damage, for [1d6 + INT Mod.] turns.
Path of the Wind
The Monk moves at superhuman speed. He covers a distance of 40 meters per movement action (the normal distance is 20 meters), and standing up is a free action for him.
Path of Nature
The Druid suffers no movement penalty in difficult terrain and gains a +2 bonus to attack and DEF when fighting under these conditions.
Path of the Shield
On his turn, the Warrior may only take an attack or movement action. Afterward, at any point before his next turn, the Warrior can make a magic attack test (WIS Mod.) opposed to a magic attack test targeting him. On a success, the spell is absorbed by the shield and has no effect on the Warrior.
Path of Movement
If the Rogue succeeds a DEX test of difficulty 15, he can perform an acrobatic maneuver to clear an obstacle or, if in melee combat, to surprise his opponent with a tumble, allowing him to attack from behind (and use Sneak Attack).
Path of the Wind
The Monk defies the laws of gravity and can move across surfaces that shouldn't support his weight. He can move on water, snow, tree foliage, or run along a vertical wall. He must begin and end his movement on a normal surface.
Path of the Tracker
Within a few minutes, the Ranger can hide all his companions in any natural environment. As long as they don't move, the Ranger and his companions are completely undetectable. If they attack opponents, the opponents are automatically Surprised during the first turn of combat.
Path of the Battlefield
The Gunner can choose any Rank 2 ability from a Warrior Path, and gains 3 additional HP.
Path of Rage
The Barbarian enters a berserker rage for the rest of the combat, gaining +2 to attack and +1d6 to melee damage, but loses 4 to DEF and cannot flee or make ranged attacks. To stop early, a WIS test at difficulty 13 is required (only one attempt per turn).
Path of the Demon
As a free action, the Necromancer sacrifices 1d4 HP and immediately gains +3 on a d20 roll of his choice, or to DEF against an attack.
Path of Blood
When the Necromancer drops to 0 HP, he can keep acting but suffers a -2 penalty to all his tests, until he takes a new wound.
Path of Protective Magic
For [1d4 + INT Mod.] turns, the Magician's body becomes blurred and all damage from melee or ranged attacks he takes is halved.
Path of Artifacts
The Artificer has a bag in which he can store 50 kg of gear per rank in this Path, while the bag itself always seems to weigh only one kilogram.
Path of the Brute
The Barbarian makes a melee attack with a -2 penalty to attack and +1d6 to damage. At Rank 5 of this Path, he can choose a -5 penalty to get +2d6 to damage.
Path of Faith
Divine wings grow from the Priest's back, allowing him to fly at a speed equal to twice his normal movement for [5 + WIS Mod.] turns. Hovering in place with the celestial wings is a movement action.
Path of Precision
The Gunner spends a full turn analyzing an opponent's weak point, then makes his attacks on the following turn against a DEF of [10 + target's DEX Mod.], or ignores a creature's damage reduction.
Path of Divination
The Sorcerer can see and hear at a distance what is happening in a place he knows, as long as he remains concentrated (a limited action each turn). Creatures present are entitled to a WIS test of difficulty [12 + CHA Mod.]: on a success, they feel like they are being watched.
Path of the Animal Companion
The Ranger's wolf can now fight as a true character. It attacks at the same time as the Ranger. It has its own detailed statistics.
Path of the Enchanter
By succeeding a magic attack test (range 20 meters), the Sorcerer disorients his target for [3 + CHA Mod.] turns. Each turn, roll 1d6: the victim does nothing (1-3) or attacks the nearest creature (4-6). The target can end the spell by succeeding a WIS test of difficulty [10 + CHA Mod.] at the end of a turn.
Path of Spirituality
By touching the target, cancels penalties inflicted by spells, curses, petrification, and special abilities (pain, mutilation, poisons, etc.).
Path of Combat
The Warrior can attempt two melee attacks this turn with a -2 penalty.
Path of the Gunslinger
The Gunner fires with two musketoons with no penalty. If he fires both weapons simultaneously at the same target, he makes a single attack test with a +2 bonus.
Path of Elixirs
The Artificer can prepare an elixir that heals [3d6 + INT Mod.] HP or cures a poisoning.
Path of the Leader of Men
Once per turn, the Knight allows an ally fighting the same opponent as him to reroll the d20 of an attack test, if it was a failure.
Path of Fencing
The Bard makes a feigned attack to unbalance his opponent and then deliver a deadly blow. Make a normal attack test this turn but deal no damage. On the following turn, if you attack the same opponent, you get a +5 bonus to attack and, if your feint succeeded, +2d6 to damage.
Path of the Adventurer
The Rogue moves and carries himself in an elegant, feline, and supple manner. He gains his CHA Mod. to Initiative, to DEF, and to all DEX tests related to movement (climbing, jumping, running, acrobatics, etc.).
Path of Destructive Magic
The Magician chooses a target within 30 meters. If his magic attack succeeds, the target takes [1d6 + INT Mod.] damage and the arrow sets their clothes on fire. Each following combat turn, the fire deals 1d6 additional damage. On a roll of 1 to 2, the flames go out and the spell ends.
Path of Elemental Magic
The Magician can set a weapon aflame for [5 + INT Mod.] turns. It then deals +1d6 fire damage.
Path of Skirmish
The Ranger can make a highly effective melee attack. He adds his DEX Mod. to attack and damage for this strike.
Path of the Slayer
Each time the Barbarian reduces an opponent to 0 HP with a melee attack, he gets a free attack action against another opponent in melee.
Path of Summoning
The Sorcerer creates an indestructible wall of force (range 10 meters, maximum 5 meters high and 10 meters long), or a hemisphere with a 3-meter radius centered on himself. The spell lasts [5 + CHA Mod.] turns.
Path of Survival
The Ranger increases all his movement by 10 m. He is not hindered by rough terrain and gains +5 to swimming and climbing tests.
Path of Healing
Once per combat, the Priest can release a wave of beneficial energy: all his companions in sight and himself recover [1d8 + Priest's level] lost HP.
Path of Arcane Magic
For [1d6 + INT Mod.] turns, the Magician's metabolism accelerates. Starting the following turn, he gets an additional action per turn: either a normal attack or a movement action. However, he can still only perform a single limited action per turn.
Path of Illusions
The Sorcerer can take on the appearance of a creature of similar size (+/- 50 cm) that he sees at the moment of casting. Duration [5 + CHA Mod.] minutes. Touching the Sorcerer (whether an attack or not) ends the spell.
Path of Universal Magic
The Magician becomes invisible for [1d6 + INT Mod.] minutes. Once invisible, no one can detect his presence or attack him. If the Magician attacks or uses a limited ability, he becomes visible again.
Path of Vital Energy
The Monk takes only half damage from all 'elemental' sources: fire, cold, lightning, acid... and is immune to poisons or diseases.
Path of the Fist
The Monk gains a +2 bonus to DEF.
Path of Meditation
The Monk uses his intuition and his empathy with the world to increase his combat efficiency. He adds his WIS Mod. to his Initiative and his DEF.
Path of the Tumbler
Once per turn, in addition to his other actions, the Bard can throw a knife at a target at range (maximum 10 m) by succeeding a Ranged Attack test. This attack is a free action for him. It deals [1d4 + DEX Mod.] damage.
Path of the Hero
The Knight makes it a point of honor to fight the enemy leader. When the leader can easily be identified within a group of at least 4 creatures, the Knight deals +1d6 damage to it per attack.
Path of the Trickster
When he rolls a 17 to 20 on his d20 for a melee attack, the Rogue trips his opponent in addition to dealing normal damage. A roll of 19 to 20 is required against a quadruped creature.
Path of the Cavalier
The Knight gets a magic mount that can appear and disappear from another plane at will. He summons it as a limited action. When it stays at least one hour in its plane of origin, it heals all of its HP.
Path of Metal
The Artificer controls magnetism around himself for [3 + INT Mod.] turns and benefits from improved defense while reducing damage from metal weapons.
Path of the Assassin
By succeeding a DEX test of difficulty 10, the Rogue can vanish into the shadows on his turn and only reappear on the following turn during his Initiative phase.
Path of the Wildcat
The Druid covers up to 30 m and gains a +5 bonus to the attack test and +1d6 to damage against his target. This ability requires a minimum straight-line movement of 5 m and can only be used on the first turn of combat.
Path of Explosives
The Gunner knows how to make a more powerful powder himself; it adds +10 meters to the range and +2 to the damage of all his firearms.
Path of the Golem
Once per turn, if it is adjacent to a character, the golem can step in and take the damage of an attack in their place.
Path of the Soldier
Once per turn, you can sacrifice 1d4 HP to get +5 on a STR or DEX test. You can announce the use of this ability after learning the result of the ability test.
Path of the Great Beyond
By succeeding a magic attack test (range 10 meters), the Necromancer rots his victim's flesh, dealing [1d6 + INT Mod.] damage.
Path of the Archer
The Ranger can make 2 ranged attacks during this turn.
Path of the Protector
The target touched by the Druid heals 3 HP per turn for [Druid's level + WIS Mod.] turns. This spell cannot affect a creature more than once per day.
Path of Nature
The Druid gains damage reduction equal to his [Rank x 2] against all sources of "natural" damage.
Path of the Vagabond
The Bard gets a +5 bonus to all his survival tests in nature and to profession and craft tests (blacksmithing, carpentry, etc.).
Path of Runes
By performing a 5-minute ritual, the Artificer enchants a suit of armor for 24 hours. It allows the wearer to ignore the damage of one attack, once per combat.
Path of Prayer
When the Priest casts this spell, all opponents who want to attack him must first succeed at a WIS test at difficulty 15. On a failure, they cannot attack him. This spell's effects last for [5 + WIS Mod.] turns, but if he attempts any attack, the spell ends immediately.
Path of Resilience
Once per combat, the Warrior can choose not to attack during the combat turn in order to catch his breath. He then recovers [1d10 + level + CON Mod.] HP.
Path of Seduction
The Bard can use a ploy once per combat to destabilize an opponent of the opposite sex via a CHA test against the opponent's INT. On a success, the target suffers a -10 penalty to attack and DEF for 1 turn.
Path of War
The Knight can make a shield attack each turn with a d12 instead of the d20 (free action) that deals [1d4 + STR Mod.] damage.
Path of the Weapons Master
When the Warrior uses his weapon of choice, he gains a +2 bonus to damage.
Path of Holy War
The Priest makes a magic attack with a range of 30 meters. A projectile of energy in the shape of the Priest's weapon strikes the target, dealing [1d8 + WIS Mod.] damage.
Path of Nobility
The Knight has a loyal squire with specific stats. Thanks to the squire, the Knight's weapons are perfectly sharpened and score critical hits on 19 or 20. He recovers an additional 2d6 HP each night with the squire.
Path of Dark Magic
By succeeding a magic attack test (range 20 meters), the Necromancer chokes a living creature, dealing [1d6 + INT Mod.] damage per turn for [rank] turns.
Path of the Artilleryman
The Gunner takes aim at a target on whom he has Initiative and waits. If the target moves during that turn, he makes a ranged attack. The victim then chooses between taking double damage or forfeiting their movement and their turn.
Path of the Duelist
Through his mastery of swordplay (and trickery), the Rogue permanently increases his chances of scoring critical hits. He now subtracts his INT Mod. from the score needed to score a critical hit on a melee attack.
Path of the Loincloth
The Barbarian has a magic tattoo that improves his physical performance. His choice of: bull (+5 to STR tests), bear (+5 to CON tests), panther (+5 to DEX tests), or owl (+5 to WIS tests).
Path of Air
The Sorcerer can lift into the air an inert object or a willing target (himself, for example) weighing no more than 50 kg per Rank, within a range of 20 meters, for [5 + CHA Mod.] turns. The object can be moved 10 meters per turn at the cost of a movement action. It is possible to drop an object onto a surprised target (1d6 damage per 50 kg).
Path of Animals
The Druid receives a bird of prey as a companion. He has a telepathic link with it and can perceive through its senses with a +5 bonus to perception-based tests. Eagle: DEF 15, HP [shared with its master's]. Melee attack = [Druid's magic attack], damage 1d4.
Path of Mastery
Damage from the Monk's unarmed attacks is now rolled without limit: if he rolls the maximum damage on his die, the player rerolls it and adds the new result to his damage.
Path of Plants
Once per combat, the Druid can animate a tree by touching it. It fights for [Druid's level] turns. The tree has the following stats: Init 7, DEF 13, HP [rank x 10], with specified attack and damage, plus damage reduction.
Path of Death
This spell requires a successful magic attack test (range 50 meters). The target takes [1d8 + INT Mod.] damage and the Necromancer recovers the same amount of HP (without exceeding his maximum HP score).
Path of the Primitive
The Barbarian has very sharp senses; he is hard to surprise, gaining a +5 bonus to all tests to detect traps (mechanical or magical) or ambushes. He becomes immune to a Rogue's Sneak Attack, a Ranger's Ambuscade, or any similar ability of a creature.
Path of the Musician
The Bard creates a fixed 5-meter diameter zone of silence, up to a range of 30 meters, for [1d6 + CHA Mod.] turns. All sounds made within this sphere are cancelled. The zone does not prevent spellcasting but inflicts a -2 penalty to all magic attack tests.
Path of Plants
Once per combat, the Druid can throw an acorn at a target (range 10 m). On a successful magic attack, the victim turns into a wooden statue for [2d6 + WIS Mod.] turns.
Path of the Tumbler
Once per turn, the Bard can perform a dodge by succeeding a Ranged Attack test against a Difficulty equal to the score obtained by his opponent's attack. On a success, the Bard takes no damage. If this attack was a critical hit, he still takes normal damage (thus cancelling the critical hit's 'doubled damage' effect).
Path of the Duelist
The Rogue can now use a weapon in each hand without penalty. With his off hand, he can make an additional free melee attack each turn.
Path of the Animal Companion
The Ranger can speak to animals. He can also communicate with his animal companion telepathically and heal it at a distance by spending his own HP (1 HP from the Ranger for 1 HP granted to the animal companion).
Path of Artifacts
The Artificer strikes the ground with his staff, unleashing a devastating shockwave within a 10-meter radius around himself. All creatures in the area automatically take [2d6 + INT Mod.] damage.
Path of Precision
The Gunner is able to make a long-range shot with no penalty: he doubles the range of ranged weapons, and can reach triple range with a -5 penalty.
Path of the Archer
The Ranger rolls two d20 for his attack and keeps the better result. The arrow's damage is doubled.
Path of the Brute
The Barbarian's critical hits are terrible and cause lasting handicaps. The Barbarian scores a critical hit on a 19 or 20 on the d20 for a melee attack. When he scores a critical hit, in addition to doubled damage, he inflicts a -2 penalty to all attack, STR, and DEX tests of his victim. This penalty affects the target until fully healed.
Path of the Great Beyond
Once per combat, if the Necromancer succeeds a magic attack test (range 20 meters), the ground opens beneath a medium-sized target and buries it alive.
Path of Protective Magic
The Magician can draw a circle on the ground that can hold 3 people. Once per turn, when a spell targets a character within the circle (via a magic attack test), the Magician makes a magic attack test opposed to the enemy's. If the test succeeds, the enemy spell is negated and has no effect.
Path of the Artilleryman
The Gunner gets a culverin, a small portable cannon, dealing [4d6 + DEX Mod.] damage with a range of 10 to 100 meters, usable once per combat.
Path of Summoning
The spell creates a blade of glowing energy for [5 + CHA Mod.] turns. Starting on the first turn, the Sorcerer can order it to attack a target of his choice (a free action, range 20 meters). The magic attack = the Sorcerer's magic attack, [1d8 + CHA Mod.] damage.
Path of Dark Magic
The target's shadow attacks its owner for [3 + INT Mod.] turns (range 20 meters).
Path of the Demon
The Necromancer takes on the appearance of a demon for [5 + INT Mod.] turns. He gains +2 to melee attack, to DEF, and to all physical tests.
Path of the Vagabond
This spell allows the Bard to take on the appearance of any creature of roughly equivalent size (within about 50 cm). If he wants to imitate a specific person, he must succeed a CHA test at difficulty 15 (20 if he has only seen them but doesn't know them, 10 if he knows them very well). The spell lasts 10 minutes.
Path of Prayer
The Priest calls upon his god to change the course of events. Once per combat, he can decide that a GM's or player's test is a success or a failure, even after the dice have revealed their result.
Path of Faith
Lightning strikes all designated creatures within a 10-meter radius around the Priest, dealing [1d6 + WIS Mod.] damage to them. The Priest compares his magic attack test to each target's DEF.
Path of Holy War
The Priest makes a melee attack with a bonus to attack and damage equal to his WIS Mod.
Path of Mastery
Once per combat, the Monk can perform a whirling attack that automatically deals [2d6 + STR Mod.] damage to all opponents in contact with him and forces them to succeed a STR test of difficulty 10 or fall to the ground.
Path of Nature
The Druid fights with both ends of his gnarled wooden staff, making two melee attacks dealing [1d6 damage + STR or DEX Mod.].
Path of Illusions
On a successful magic attack test (range 20 meters), the Sorcerer creates a translucent double of the target for [5 + CHA Mod.] turns. The double is under the Sorcerer's control. It has the same characteristics as the original but only half its HP, and all damage it deals is halved. It disappears if its HP drops to 0. A creature can only be duplicated once per combat.
Path of Explosives
It takes the Gunner a full turn to set a trap that explodes within a 3-meter radius, dealing 5d6 damage.
Path of Skirmish
The Ranger moves 40 m through the forest, moving away from his enemies. The player makes a DEX test at difficulty 10; on a success, he disappears from his pursuers' sight. He can move away or remain hidden without risk of being found or caught.
Path of the Adventurer
Once per combat, the Rogue can feign death after taking a wound (even at 0 HP). He can pass for dead for as long as he wishes, and an INT test of difficulty 20 is required to reveal the ruse. When he decides to get back up, the Rogue gains +1d6 HP and gets an additional movement action on top of the normal actions allowed on his turn.
Path of Destructive Magic
The Magician chooses a target within 30 meters. He makes a magic attack test and compares it to the DEF of every character (including the Magician and his companions) within a 6-meter radius of the target. Each victim for whom the test is a success takes [4d6 + INT Mod.] damage and must make a DEX test of difficulty 10 + the Magician's INT Mod. to take only half damage. When the attack test is a failure, the target automatically takes half damage (no need to make the DEX test).
Path of Fencing
The Bard's fighting style is flamboyant and surprising: with this ability, he makes a melee attack with an attack and damage bonus equal to his CHA Mod. (in addition to his STR or DEX Mod.).
Path of Universal Magic
The Magician can fly for [1d6 + INT Mod.] minutes. His movement speed is the same as on the ground.
Path of the Fist
The Monk makes either 2 unarmed or armed attacks, or 3 attacks using a d12 instead of the usual d20.
Path of the Enchanter
If the Sorcerer succeeds a magic attack test (range 10 meters) against a humanoid target's maximum HP score, the target behaves like a longtime friend as long as it is not attacked. The target can resist with a WIS test of difficulty [12 + CHA Mod.], retried once per day.
Path of the Wildcat
The panther becomes a fabulous animal or a larger feline (tiger, lion). At level 8, its damage increases to 2d6+5. At level 12, the cat can use Pouncing Attack. The Druid gains telepathy with his cat and can heal it by spending his own HP (-1 HP per HP granted).
Path of Resilience
The Warrior gains a +5 bonus to all his CON tests. Furthermore, when he drops to 0 HP, he can continue to act for one final turn before falling unconscious.
Path of Healing
Once per day, the Priest can touch a target, who then recovers all lost HP and is cured of poisons, diseases, and weaknesses.
Path of Death
A magic attack dealing [5d6 + INT Mod.] damage at a range of 20 meters, with the target able to halve the damage by succeeding a CON test.
Path of the Shield
The Warrior can wear Plate Armor. It grants a DEF of +7 and protects him from critical hits (you take normal damage instead of doubled damage).
Path of War
The Knight makes a melee attack with 1d12 instead of the d20 (normally adding his attack score). If the attack succeeds, he adds +2d6 to damage. He ignores half of the creature's damage reduction (DR), if it has this ability.
Path of Blood
After a successful magic attack test, the victim bleeds at the slightest wound: all damage from bladed weapons dealt to the target increases by 1d6.
Path of the Musician
The Bard plays a wild jig with magical effects. If he succeeds a magic attack test against his target, it starts dancing for [1d4 + CHA Mod.] turns and suffers a -4 penalty to attack tests and DEF.
Path of Vital Energy
The Monk projects a wave of force with his body and mind at a maximum range of 20 meters. A magic attack test based on Wisdom deals [2d6 + WIS Mod.] damage.
Path of the Soldier
The Warrior only makes a single melee attack this turn. In exchange, he gets an additional attack against any enemy that moves into contact with him. An opponent hit by this attack has their movement stopped.
Path of the Wind
By concentrating, the Monk can 'levitate' at a speed of 10 meters per turn.
Path of Air
The Sorcerer produces a bolt of lightning along a 10-meter line. Every creature in its path must succeed a magic attack test or take [4d6 + CHA Mod.] damage. Victims can attempt a DEX test of difficulty [12 + DEX Mod.] to take only half damage.
Path of Elixirs
The Artificer can prepare a potion of Enlarge, Gaseous Form, Protection from Elements, Mage Armor, or Feather Fall.
Path of the Battlefield
The Gunner gets an additional action each turn if the combat involves at least 10 creatures.
Path of Meditation
The Monk enters a meditative state and projects his mind out of his body. It resembles a white ectoplasm that moves by flying at a speed of 10 meters per turn.
Path of the Cavalier
While mounted, move 40 m in a straight line and make a melee attack. A minimum of 10 m is required before attacking. Roll two d20 and keep the better, +1d6 to damage. A creature in the path must succeed a STR test at difficulty 18 or give way, taking 1d6 damage.
Path of Rage
On a critical hit, the Barbarian enters Rage or Fury for free and gains +1d6 to melee damage for 3 turns. The extra damage from the critical attack is only lost at the end of the rage.
Path of the Hero
The Knight knows how to face many opponents, trying to take advantage of any gap in their guard. Each time one of his opponents attacks him, he gets an immediate attack action against that opponent (applicable even if the creature attacks him multiple times).
Path of the Leader of Men
The Knight gives relevant tactical orders in the heart of battle. Once per turn, he grants a free additional action to an ally in sight (a movement action or an attack action, but not a limited action).
Path of the Trickster
Once per combat, the Rogue can, by succeeding a melee attack, paralyze an opponent with pain. The target takes no damage, but can no longer attack or move for 1d4 turns.
Path of the Weapons Master
Roll two d20 for a melee attack and keep the best result, add +1d6 to damage.
Path of Spirituality
Once per day, maximum duration of [3 + WIS Mod.] turns. Allows travel through a dimension between planes, moving 10 km per turn. The exit point is imprecise (within 1d6 km of the intended destination).
Path of Animals
While under the effect of this spell, the Druid takes on the features of a wildcat or wolf. He gains his WIS Mod. to Initiative, attack, and damage, and can see in the dark (like an elf) for [5 + WIS Mod.] turns.
Path of Divination
Once per combat, at the end of a turn, the player may decide that everything that happened during that turn was only a vision of a possible future. The turn is then replayed from the beginning: other characters cannot change their actions, unlike the Sorcerer, who gains a +10 bonus to Initiative and to DEF.
Path of the Primitive
The Barbarian becomes able to resist magic. When he is the target of a spell, once per turn, he can make a magic attack test (WIS Mod.) opposed to the spell's. On a success, he suffers no effects from it.
Path of Runes
By performing a 5-minute ritual, the Artificer enchants a weapon for 24 hours. It allows the wielder to deal maximum damage once per combat.
Path of the Tracker
The Ranger chooses a new enemy race. The rules and benefits of the Sworn Enemy ability apply identically.
Path of Metal
An offensive spell that warps a piece of metal equipment worn by its target, rendering it unusable or applying major penalties to its wearer.
Path of Nobility
The Knight adds +1d6 to damage against rabble. If there are at least 4 creatures with similar stats involved in the combat, they are treated as rabble.
Path of Movement
Whenever a spell targets him (including an area spell or one that affects him in addition to the intended target), the Rogue can make a DEX test opposed to the spell's magic attack test. If he succeeds, he avoids the spell. If he fails, all effects of the spell (power, duration, etc.) are halved. If another effect would already halve the damage, it is instead divided by 4 in total.
Path of the Loincloth
The Barbarian no longer feels pain and ignores scratches; he reduces all damage taken by 3 points. He always takes at least 1 point of damage from each attack received.
Path of the Slayer
The Barbarian moves 10 meters in a straight line, passing as many enemies as he wishes. He makes an attack against each opponent along the way.
Path of Seduction
Once per day, the Bard can suggest an action to a creature by succeeding a magic attack test with a difficulty equal to its maximum HP. The creature acts to fulfill the request for 24 hours, avoiding suicidal actions.
Path of the Golem
The Artificer can choose among 8 upgrades (Armor, Feline, Ballista, Size, Flight, Enhanced Brain, Powerful, Two-Handed Weapon), with additional options available at levels 9, 13, and 17.
Path of the Assassin
The Rogue is never surprised. He can make a Sneak Attack using an attack action rather than a limited action against a Surprised opponent.
Path of Arcane Magic
The Magician disappears and reappears at another location within [INT x 10] meters. The destination must be either within line of sight or perfectly known to the Magician.
Path of the Protector
Once per combat, the Druid can transform into a small tree (about 4 m tall) for [5 + WIS Mod.] turns.
Path of the Gunslinger
When he reaches a DEX of 25 or more on his ranged attack with a firearm or a crossbow, the Gunner adds +1d6 to his attack's damage.
Path of Survival
Once per combat, when he drops to 0 HP, the Ranger can recover [3d6 + CON Mod.] HP on the following turn.
Path of Elemental Magic
The Magician can breathe underwater for 10 minutes. This ability can be extended to one companion per point of INT Mod.
Path of Combat
The Warrior can attempt a melee attack against every enemy engaged in melee with him.
Path of Animals
The Druid can take the form of an animal of a size equal to or smaller than his own. He keeps his HP, and gains the Abilities and natural abilities of the chosen form (flight for a bird, water breathing for a fish, etc.).
Path of the Great Beyond
Once per day, the Necromancer can summon countless skeletons emerging from the ground to attack his enemies for [Necromancer's level] turns.
Path of Vital Energy
The Monk can go without food, water, and sleep for [5 + WIS Mod.] days without penalty, and gets an advantage on CON tests.
Path of the Trickster
Once per turn, when an ally succeeds in wounding a creature in contact with the Rogue, the Rogue can make a free normal attack against it, taking advantage of the opening.
Path of Rage
An alternative to Berserker Rage: +3 to attack and +2d6 to damage with -6 to DEF. The WIS test to stop early increases to difficulty 16.
Path of Blood
By succeeding a magic attack test (range 20 meters), the Necromancer forges a bond with his victim. This bond shares damage between them and allows spells to be cast at a distance through it.
Path of the Archer
For a ranged attack, the Ranger can choose to use 1d12 for the attack instead of the usual d20 (and he normally adds his ranged attack score). If the attack succeeds, he adds 2d6 to the damage. This ability can be used together with Rapid Shot or Arrow of Death (the +2d6 damage bonus is not doubled), for example.
Path of the Assassin
Once per combat, the Rogue automatically scores a critical success against the target of his choice.
Path of Precision
For a ranged attack, the Gunner uses a d12 instead of the usual d20 and adds 2d6 to the damage if the attack succeeds.
Path of Fencing
During a melee attack, if he gets a total attack score at least 10 points higher than his opponent's DEF, the Bard gets a +2d6 bonus to his attack's damage.
Path of Arcane Magic
The Magician fires a deadly ray with a range of 20 meters that destroys the cohesion of matter, leaving nothing behind but a pile of dust. A successful magic attack test allows him to hit a creature and deal [5d6 + INT Mod.] damage. If the Magician targets an object carried by a creature, the attack roll suffers a -5 penalty. Magic items are unaffected by this spell; normal items are reduced to dust. No object over 50 kg can be affected by this spell: there is no point trying to dig a tunnel this way. However, it can be used to disintegrate a door (or even a stone in a wall).
Path of the Enchanter
By succeeding a magic attack test (range 20 meters) opposed to the target's magic attack test (or a melee attack test if the creature has none), the Sorcerer takes control of its mind for [1d4 + CHA Mod.] minutes. The Sorcerer becomes inactive. The victim can resist by succeeding a WIS test of difficulty [10 + CHA Mod.] each time it takes damage. If the creature dies, the caster returns to his own body and takes 1d6 damage.
Path of Nobility
The Knight has the means and the culture necessary to obtain training in any field that suits him. He chooses a rank 1 to 3 ability from the Warrior or Ranger profiles.
Path of Metal
The Artificer is used to hard labor and the heat of the forge; he reduces fire damage and improves his physical resilience with bonuses to CON tests.
Path of Air
The Sorcerer and all his equipment become translucent and intangible for [5 + CHA Mod.] turns. In this form, he can pass through walls and obstacles and cannot take any physical damage.
Path of Explosives
The Gunner knows how to make and throw small metal balls fitted with powder and a fuse. Such a projectile has a range of 20 meters.
Path of the Animal Companion
The wolf becomes an alpha with improved statistics: DEF 16, attack +2, damage 1d6+3, STR bonus +3, and CON bonus +3.
Path of the Leader of Men
Once per combat, at the Knight's Initiative, he and all his allies in sight immediately benefit from a movement of up to 20 m in a straight line, followed by an attack action with a +3 bonus to the success test and +1d6 to damage.
Path of the Cavalier
Gets a flying mount (pegasus, griffon, etc.). Init 15, DEF 16, HP [5 x level], attack +8, damage 1d6+4. While mounted, the Knight has his mount attack once per turn (free action) with an attack score equal to his level +3. Flight: 30 m per movement action.
Path of the Musician
The Bard plays music to fascinate and "control" all creatures of his choice (rats, goblins, humans, etc.) within a 30 m radius. Only creatures whose HP is less than or equal to [5 + Bard's CHA Mod.] respond.
Path of the Tumbler
The Bard is immune to fear and to all spells or magical effects that enslave the mind or body (possession, charm, paralysis, slow, etc.).
Path of the Artilleryman
During Suppressing Fire, the Gunner can affect up to [1 + DEX Mod.] different targets within a 20-meter wide area, with independent tests for each.
Path of the Adventurer · Path of Faith · Path of the Hero · Path of Seduction · Path of Summoning
The character increases his CHA value by +2. He can also roll two d20 whenever a CHA test is required of him and keep the better result.
Path of Resilience · Path of Nature · Path of Survival · Path of the Loincloth · Path of the Battlefield
The character increases his CON value by +2 and can now roll two d20 whenever a CON test is required of him and keep the better result.
Path of Movement · Path of Skirmish · Path of the Gunslinger
The character increases his DEX value by +2 and can now roll two d20 whenever a DEX test is required of him, and keep the better result.
Path of Universal Magic · Path of Dark Magic · Path of the Golem
The character increases his INT value by +2 and can now roll two d20 whenever an INT test is required of him and keep the better result.
Path of the Tracker
The Ranger increases his WIS value by +2, and he can now roll two d20 whenever a WIS test is required of him and keep the better result.
Path of the Soldier · Path of the Brute · Path of War
The character increases his STR value by +2 and can now roll two d20 whenever a STR test is required of him and keep the better result.
Path of Prayer · Path of the Protector · Path of Meditation
The character increases his WIS value by +2. He can now roll two d20 whenever a WIS test is required of him and keep the better result.
Path of Divination
The Sorcerer increases his WIS and INT scores by +2. He can now roll two d20 whenever a WIS or INT test is required of him and keep the better result.
Path of the Vagabond
The Bard can choose any Rank 1 to 3 ability of his choice from another Chroniques Oubliées profile.
Path of the Fist
The Monk can choose to use a 1d12 for an attack instead of the usual d20, and adds his attack score as normal. If the attack succeeds, he adds 2d6 to the damage.
Path of Elixirs
The Artificer can prepare a potion of Invisibility, Flight, Water Breathing, Blur, or Haste.
Path of Artifacts
The Artificer can enchant objects. He can create a weapon that grants a +1 bonus to attack tests and to damage, or armor that grants a +1 bonus to DEF.
Path of Spirituality
Once per adventure, contacts divine power to perform an extraordinary miracle allowing legendary acts (parting waters, teleporting the group, summoning deadly clouds, etc.).
Path of Mastery
Once per combat, the Monk can choose to automatically succeed all his attacks and dodge all those targeting him for one turn.
Path of the Primitive
The Barbarian heals at an almost supernatural rate. As long as he has at least 1 HP left, he recovers 1d6 HP per hour, day or night.
Path of Illusions
This spell summons a living creature's worst fears and makes it believe in its own death. The Sorcerer must succeed a magic attack test (range 20 meters) opposed to the target's magic attack test (or a melee attack test if the creature has none). The victim makes a WIS test of difficulty [10 + CHA Mod.] to resist. On a failure, it drops to 0 HP. On a success, it loses its balance and falls to the ground. A creature can only be targeted by this spell once per day, and the Sorcerer cannot affect a character or creature of a higher level than his own.
Path of Plants
Once per day, the Druid can enter the trunk of a large tree and exit from another tree belonging to the same forest, located at a maximum distance of [WIS Mod.] x 10 km.
Path of Combat
The Warrior can choose to use a 1d12 for a melee attack instead of the usual d20 (he adds his attack score as normal). If such an attack succeeds, he adds +2d6 to the damage. This ability can be used together with Double Attack, Whirlwind Attack, or Perfect Strike, for example.
Path of Healing
Once per day, the Priest can bring back to life a character who has been dead for less than [Priest's WIS Mod.] hours through a 10-minute ritual.
Path of the Weapons Master
In addition to his normal actions, once per turn, when an opponent fails a melee attack against the Warrior, the player gets an additional attack against that opponent.
Path of Destructive Magic
On a magic attack, the Magician can use a d12 for the attack instead of the usual d20. If the attack succeeds, he adds 2d6 to the damage. This ability can only be used with spells that require an attack test and deal damage. If the damage is spread over several turns, only the initial damage is modified.
Path of Runes
The Artificer can bind spells to objects through runic inscriptions, usable three times per day, or bind certain spells to potions at the cost of a day's work and 10 sp per rank of the spell.
Path of the Duelist
When the Rogue scores a critical hit on a melee attack, the attack automatically becomes a Sneak Attack. The effects of the Sneak Attack ability apply in addition to the normal effects of the critical hit.
Path of the Shield
The Warrior can choose to reflect a spell he just absorbed with his Absorb a Spell ability. Instead of being negated, the spell absorbed the previous turn is turned back against its caster: the spellcaster then suffers the effects of their own attack!
Path of the Slayer
Once per combat, the Barbarian spins around, dealing attacks to all targets in melee with him. He automatically deals damage corresponding to the weapon used (plus all usual bonuses) to all targets within a 5 m radius around him.
Path of Elemental Magic
The Magician gets a damage reduction equal to [5 + INT Mod.] for [5 + INT Mod.] turns or until the spell has absorbed 40 points of damage.
Path of the Demon
Once per combat, by sacrificing 1d6 HP, the Necromancer summons a demon to serve him for [5 + INT Mod.] turns.
Path of the Wildcat
This ability can only be used seven times, and no more than once per level. It allows the Druid to ignore his death and be reintroduced into the adventure.
Path of Protective Magic
The Magician stops time for [1d6 + INT Mod.] turns. Only the Magician can act freely during this period, cast spells on himself, move, and move objects, as long as he does not touch a living being or interact with one (by casting a spell on them, for example). In the event of contact (even magical), time instantly resumes its normal course.
Path of the Wind
The Monk can make his body intangible in order to pass through a wall of up to [WIS Mod.] meters thick. He can only remain immaterial for a brief instant and becomes solid again as soon as he emerges from the wall.
Path of Death
The Necromancer must succeed a magic attack test against his target's maximum HP score (range 10 meters). The victim must succeed a CON test of difficulty [10 + INT Mod.] or drop to 0 HP.
Path of Holy War
Once per combat, the Priest can speak a word with the voice of his god. This is beyond mortal understanding, and his enemies within sight are paralyzed with terror for 1 turn while all his allies in sight gain a +5 bonus to attack during this time.