Master paths describe areas in which you can become specialized. With them, you might master a tradition of magic, a fighting style, or a specific activity. When your group reaches level seven (7), each member selects a master path.
Abjurers strive to master Protection magic.
Acrobats train to master their movements, build speed, and outmaneuver their opponents.
Aeromancers strengthen the bond they forge with wind genies to coax even greater power from the beings.
Apocalyptists delve deep into the dark tradition, heedless of the steep price to their bodies and souls.
Arcanists delve more deeply into the secrets of magic to gain greater command over its power and improve the effects of the spells they cast.
Astromancers study and master the magic of the celestial realm, calling upon the light of the sun, moon, and stars to obey their commands.
Avengers fight injustice wherever they may find it in the world. They derive power from the oaths they swear, using it to push past their limitations and exact vengeance against wrongdoers.
Bards can draw from the songs and poems they learn to gain clues about the world around them, and weave magic into their music to manipulate their audiences, whether to inspire them or demoralize them.
Beastmasters master the secrets of Primal magic to forge bonds with animals they charm.
Blades are master knife-fighters. Quick and precise strikes pierce their enemies’ defenses and deliver painful, bleeding wounds.
Brutes become strong and tough through countless hours spent building muscle and vitality.
Cavaliers exploit every advantage they can from fighting astride their steeds.
Champions learn combat techniques to help them fight for causes important to them.
Chaplains provide spiritual guidance to their allies in battle.
Chronomancers delve into the secrets of Time magic to master it.
Conjurers learn special techniques to let them create more powerful and frightening monsters to do their bidding.
Conquerors take charge in battle. Extensive experience in leading soldiers gives them the tactical expertise to maneuver allies to where they can be most effective.
Death Dealers favor heavy, cumbersome weapons for the carnage they can create.
Dervishes make two-weapon fighting look easy. Quick and nimble, they dance across the battlefield, weapons moving faster than the eye can follow.
Destroyers cast Destruction spells without risk to themselves by focusing the damaging energies on a place outside of their bodies.
Diplomats find peaceful solutions to the conflicts they encounter.
Diviners have a gift for Divination magic, a knack possibly born from a latent psychic ability or being touched by the gods.
Dreadnaughts are nearly invulnerable in heavy armor. Their expertise gives them an edge when donning it, so that they can maximize its protective qualities.
Duelists develop a fighting style that helps them focus on one enemy at a time.
Enchanters master magic that gives them control over others, making their victims dance on eldritch strings like puppets.
Engineers create an eidolon, a mechanical servant of enormous size that obeys its maker’s commands.
Executioners elevate killing to an art form. An extensive study of anatomy reveals how best to make their attacks so that every strike is potentially devastating, strong enough to lay low the mightiest foes.
Exorcists declare war against vile foes, such as demons, faerie, and spirits, learning specialized magic to drive out and destroy them.
Explorers have the survival skills needed to withstand the hardships and difficulties they face on their journeys.
Geomancers forge bonds with earth genies and can wield the power of Earth magic.
Gladiators are champions willing and able to do anything to survive and fight again. Though capable combatants in their own right, they often resort to underhanded tactics to get the upper hand against their foes.
Gunslingers know everything there is to know about firearms. Excellent shots and cunning gunsmiths, they tinker with these weapons, modifying them to improve their accuracy and to reduce the time needed to reload them.
Healers commit themselves to tending others’ hurts, to the exclusion of other pursuits, and typically come from a background dedicated to helping others.
Hexers use spells to warp their enemies and strip away their vitality, delighting in the misfortune and suffering they create.
Hydromancers develop their bond to water genies, allowing them to cast Water spells to greater effect and to gain greater benefits from their connections.
Illusionists fabricate lifelike simulacra of creatures and intense bursts of energy, or reshape their environments to suit their needs.
Infiltrators can find ways into the most secure locations. They use a combination of disguise, acting, and instinct to outwit security.
Inquisitors serve the cult of the New God, working to expose corruption in the religion’s ranks and to flush out the demon-sworn, the damned, and the wicked.
Jacks-of-all-trades know a little about everything but not a lot about any one thing.
Mage Knights use the spells from their preferred tradition to enhance their already formidable combat training and to increase options in a fight.
Magus are members of a secret cabal of magic-users, the magi identify their membership by the magical staffs they carry.
Marauders bound into battle, sweeping their weapons before them to lay low their enemies. They fight without regard for their own safety, as many believe they earn their place alongside the gods by finding a glorious death in combat.
Miracle Workers possess conviction to such a degree that their miracles go far beyond simple spells, causing their bodies to manifest signs of their religious devotion.
Myrmidons excel when they fight with shields. Learning new fighting maneuvers to enhance their strikes with these weapons and to augment their protective qualities, myrmidons can deflect attacks and smash their foes as they carve a path through their enemies.
Necromancers are shunned the world over, feared for their willingness to peer into the darkest places and consort with forbidden things best left undisturbed.
Poisoners command extensive knowledge of all things toxic, they can produce the deadliest poisons to deal with almost any kind of creature.
Pyromancers create and shape flames to serve their will. Most pyromancers grow their power by developing a stronger connection to the flame genies they have bound.
Runesmiths uncover the secrets of creating runes and imbuing them with magical power. They typically adorn their weapons and armor with such marks, which flare with power when they cast a spell.
Savants focus their training on learning additional spells, rather than specialize in one tradition of magic.
Sentinels have superior senses and a strong sense of duty through supernatural detection abilities.
Shapeshifters use their superior knowledge of Transformation magic to adopt more powerful forms and to move from one form to another with greater ease.
Sharpshooters master the use of bows and crossbows. Their keen eyes and steady hands let them loose missile after missile with pinpoint accuracy.
Stormbringers wield the power of the tempest, hurling bolts of lightning, deafening thunder, and the elements themselves against any standing in their way.
Technomancers exploit the merging of magic with technology that’s made possible by the Technomancy tradition to create even more powerful devices to aid them on their expeditions.
Templars protect sites and relics important to their faith, they can speak secret prayers to invoke the divine to shield their environs and secure everything within from despoilers and desecrators.
Tenebrists embrace all that Shadow offers; while not technically dark magic, has a sinister reputation for infecting its practitioners with darkness.
Thaumaturges throw caution to the wind and embrace Chaos for all it offers, heedless of the risks and perils its spells create.
Theurges claim a direct line to their deity, the New God, invoking power from their patron to fight against the Demon Lord and its horrid servants.
Transmuters discover the mutable nature of all things through the advanced study of Alteration magic.
Travelers have studied the Teleportation tradition so extensively that they can move with even greater speed and arrive with such force that they disturb their surroundings.
Weapon Masters achieve their vaunted status by focusing all their training on the use of one favored weapon.
Woodwoses call upon power from the natural world to carry out their obligations.
Zealots wander the lands as itinerant preachers and crusaders of their faith. They lead by example, depriving themselves of all the comforts of civilization in order to become closer to their gods.
Expanded Master Paths
Alchemists learn the secrets of substances to create potent concoctions, potions, and other strange, materials. (DLC)
Blackguards succumb to temptation, embracing the power darkness offers and surrendering the soul to its corrupting influence. (DLC)
Corsairs know how to use maneuvers to create openings in defenses and use those openings to deliver punishing wounds. (DLC)
Demonologists look into places the sane do not dare. Into the Void go these unhinged people, drawn by promises of power, answers to the great mysteries, and escape, perhaps, from the end of all things. (DLC)
Entropists find something in Death magic they believe will give them power. (DLC)
Martial Artists train to master unarmed combat, fighting with their hands and feet instead of a sword or gun. (DLC)
Mediums commune with the spirits of the dead and often catch glimpses of such spirits in peripheral vision. (DLC)
Mind-benders bash down a creature’s mental defenses and run freely through its mind, sensing every thought and anticipating every action. (DLC)
Psychokinetics discover how to harness the mind to manipulate and move objects and creatures with thought alone. (DLC)
Reavers reject the trappings of civilization and embrace the wild side, becoming savage, deadly, and eager to greet foes with violence. (DLC)
Sappers are experienced engineers who study the manufacture and practical use of explosives and traps. (DLC)
Seekers use their mental powers to augment attacks, to ignore the chaos of battle, and to find the best place to strike enemies. (DLC)
Cenobites spend their lives exploring the mysteries of their inner selves and reclaiming memories from their past lives, attaining a truly enlightened state that enables them to overcome the limits of their bodies and triumph over any challenge they might face. (DLC2)
Fencers pursue mastery in the art of fighting with swift weapons such as daggers, rapiers, and everything in between, (DLC2)
Halberdiers exploits the long weapon’s assets to great effect. Although most who come to this path prefer halberds, the techniques can apply to any kind of polearm or staff. (DLC2)
Invokers lay bare the secrets of Invocation magic, learning how to command the daemons she binds with great efficiency and effect. (DLC2)
Legalists find their minds and bodies growing resistant to the ravages of time and injury, as they transform into embodiments of order. (DLC2)
Metallurgists are a society of master spell casters whose magic has become part of them, suffusing them with the strength of steel. (DLC2)
Sleuths can unravel any mystery and solve almost any puzzle. (DLC2)
Tormentors thrive on filling their enemies with fear and loathing, eroding their courage and sending them fleeing from them. (DLC2)
Cryomancers harness the power of Water magic. They use special techniques to shape water into ice and snow through the spells they learn, and they are imbued with a special tolerance against frigid environments. (AGD)
Seers can pronounce what they believe to be the fates of creatures around them, uttering profound words that can embolden or terrify. (AGD)
Skalds (Jotun, Dwarf, and Human Ancestry) preserve the lore of their people in tale and poem. No simple entertainers, skalds are historians, advisors, seasoned warriors, and leaders in battle. (AGD)
Warrior Spirits embrace the madness of the battle field as they shrug off their enemies’attacks and tear their foes to pieces. (AGD)
Mages of the Tower (GM Discretion) are a secretive society based in the Tower Arcane that floats above Caecras. (Caecras)
Diabolists exploit the willingness of devils to bargain and forge pacts with them to work as their agents in the world, corrupting and staining mortal souls, and delivering them to Hell. (EA)
Witch Hunters search the Empire’s lands for the corrupt. When they find the guilty, witch hunters drag them out from the shadows to face the justice their villainy earned them. (EA)
Dragonslayers have a reputation for being insane, and certainly it is a profession with an enormous body count. (OFaV)
Namers know there is great power in names, power that gives them ultimate authority over the being or thing named. (PiaN)
Horse Archers have a significant edge in battle, allowing for superior maneuverability that lets them loose arrows and speed away from danger. (RotW)
Anchorites believe that they cannot truly understand the nature of the divine unless they withdraw from the world to get away from distractions and temptations. (KoG)
Sin-eaters devise methods to draw corruption from the living and take it into themselves. (KoG)
Doppelgangers (Changeling Ancestry) learn to harness its power to use their abilities to greater effect, until they can become almost anyone they encounter. (SL)
Beguilers master Fey magic, causing mystical energy to well up from within themselves and manifest as an otherworldly presence that makes it easy for beguilers to influence others. (TB)
Cat Sith are people who have been touched by faerie magic, gained from a bargain with one of the great fey, that grants them the ability to adopt the forms of great black cats. (TB)
Eternal Guardians are an elite order of faerie warriors established long ago to protect the magicians in the wars against the hated trolls. (TB)
Harbingers use the hidden passageways that crisscross the world to strike from the least expected directions and then melt away before their foes can mount a defense. (TB)
Keepers of the Flame learned advanced techniques for controlling the elements, many of which have been disseminated to other peoples all over the world. (TB)
Morrigans, when an immortal creature of faerie dies, are physical manifestations of grief and hatred, feared for their fury and brutality. (TB)
Muse are a special kind of fey dedicated to helping mortals, and others, realize their capabilities, offering them inspiration and motivation to find success in what they do best. (TB)
Nightstalkers are masters at the art of stealth, creeping through the darkness, unseen and unheard. (TB)
Spellweavers weave threads of magical energy into mundane pieces of ammunition, allowing magical effects to be propelled across great distances. (TB)
Troll Hunters make it their life’s mission to hunt down and exterminate trolls. They develop and hone special fighting techniques to bring down their ancient foes. (TB)
Blighters exploit the world’s resources, destroying life to feed their ambition. (TotD)
Dust Walkers learn their techniques from the mad genies of the Desolation’s deep wastes by discovering their names and harnessing their power. (TotD)
Slayers of the Dead began as crusaders, developing their talents from necessity and nursing a hatred that sends them in pursuit of the foe. (TotD)
DLC – Demon Lord’s Companion, DLC2 – Demon Lord’s Companion 2, CotE – Children of the Earth, BTW – Between Two Worlds, FGaG – For Gold and Glory, PoB – Paths of Battle, PoP – Paths of Power, AGD – A Glorious Death, CoC – City of Chains, EA – Exquisite Agony, OFaV – Of Fire and Venom, PiaN – Power in a Name, RotW – Riders of the Wind, KoG – Kingdom of God, SaS – Snot and Stiches, SotW – Song of the Woad, SL – Stolen Lives, FotF – Flesh of the Fallen, TB – Terrible Beauty, TotD – Tomb of the Desolation, TaC – Tooth and Claw, UC – Uncommon Courage