Esterwatch Specializations

Fantasy AGE offers a number of opportunities for specializations. Below are three Specializations available for characters in Esterwatch: the Channeler, Dimensional Adept, and Viarc Mutant.

Channeler

Rogue or Warrior Specialization
Anyone can learn to wield the power of Viarc. Mages may be masters of the arcane, but you know one or two tricks yourself.
Class: Rogue, Warrior
Requirements: Willpower 1 or higher
Apprentice: Choose one Arcana Talent. You are now an Apprentice in that Talent.
Journeyman: Choose one Arcana Talent other than the one you chose at Apprentice level. You are now an Apprentice in that Talent.
Master: You are now a Journeyman in both the Arcana Talents you previously selected for this Specialization.

Dimensional Adept

Generic Specialization
Dimensional magic seeps into your being, allowing you to warp reality at seemingly random.
Class: Any
Requirements: None
Apprentice: Choose two of the Dimensional Stunts listed below. You may use these Stunts whenever appropriate.
Journeyman: Choose a third Stunt from the list of Dimensional Stunts below
Master: Choose a fourth Stunt from the list of Dimensional Stunts below

Dimensional Stunts:

Devil’s Own Luck: 1-6 Stunt Points. Save these Stunt Points. You can spend them on any action you take until you next rest. You cannot use this Stunt again until you have spent all the saved points or rested.
Life Surge: 6 Stunt Points. You immediately regain 4d6 HP, regardless of circumstances.
Soul Strike: 4 Stunt Points. This Stunt can only be used with an attack. You hit your target and ignore all armor and/or resistances when calculating damage.
Warp: 2 Stunt Points. You teleport to any location you can see within 40 yards.
Become Ethereal: 5 Stunt Points. For the next round (if in combat) or for the next two minutes (if out of combat), you become invisible, stop making any noise you don’t specifically wish to make, and are completely intangible and capable of phasing through solid objects.

Viarc Mutant

Mage Specialization
Your manipulations of Viarc and constant exposure to it have mutated you into something no longer quite natural.
Class: Mage
Requirements: Strength or Fighting 1 or higher
Apprentice: You gain a +2 bonus on all unarmed physical attacks. This bonus is separate from a bonus granted by the Brawling or Might Focus.
Journeyman: You gain 2 points of natural armor
Master: When you take damage, you may opt to subtract it from your MP instead of your HP. You must have MP equal to or greater than the damage taken in order to do this.

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