Prestige Class
List of Prestige Classes
Name | Description | Requirement | Abilities |
---|---|---|---|
Champion | Champions are those who seek the pinnacle of martial ability.
It was a nameless Champion of the coastal plains who finally slew the Bull-Giant of Achra. Taking up the giant's famous axe, she wandered into the East, far beyond the world-ending sea. |
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Gain +1 Speed per stack of
If attack range is equal to 1: |
Flame Knight | In the ancient war that lit the burning lands, it is said a Flame Knight wielded a greatsword forged from a dragon's breath.
A follower of Azar, he was executed during the reign of the war-queen. His blazing sword, coveted by a pale, shapeless demon, was lost to the stars. |
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Per point of Strength, if two-handing:
On adjacent attack:
On shrug-off:
|
Shantih | The first Shantih was a Kull orphan raised in the storm temples of Achra.
A master of the "lightning-dance," she became a legendary duelist that wandered the coastal plains, gathering followers. Her death came at the hands of an unnatural, voiceless knight, clad in violet armor, fallen from a path in the stars. |
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Per point of Dexterity:
On attack:
On dodge:
|
Frost Knight | The Inuga Frost Knights of the high glaciers once stood against the Surtmir armies, repelling them to the crevasse-lands below with their chilling shield-magic.
The tradition was preserved as a glorification of ice, the end of depredation. |
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Per point of Strength:
On being attacked:
On apply
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Samnite | The first Samnites were bare-chested fighters of the deep forest, eaters of a magic vine.
The strongest among them journeyed to the great bouts of lost Shuppurak, where they secured renown, as few could stand against their irrepressible vim. |
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Per empty armor slot: On being attacked:
|
Sahasi | The Sahasi are sacred warriors of the mountain temple-lands, guardians of the artless initiates and lore-seekers, who crave the succor of mystery.
When the temple-stones were young, there was a prophetic Ur-Magus who spoke of a great war annihilating the stars; the Sahasi order was formed around this secret fear. As they grow in strength, Sahasi often make pilgrimage to the astral wall, where they pledge to defend Achra against unknown horrors of the glimmering dark. |
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Death Knight | The Death Knights were once Skeleton-thralls of a blight-prince, waging war for the gate of death.
In a far-ranging raid through Achra, the Death Knights came upon the desert of the gods, where it is said Ashem smiled, and restored their will. The Death Knights rebelled, overwhelming their prince with heavy, relentless blows, until his corpse was finally abandoned to the whirling sands. |
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On dealing adjacent Death damage:
On ally death / enemy death:
|
Dianmai | The Dianmai rose to prominence in the bouts of lost Shuppurak, where they learned to sicken their foes with a secret bare-fisted technique.
They now wander Achra as duellists and assassins, though many still worship Yu, the "poison-stone" of that doomed city; these Dianmai make pilgrimage to the tunnel-lands beneath the dawn-marshes, in the search of the legendary jade polis of Yu, that holds countless blessings and relic-prisms of subtle green light. |
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On attack, if bare fist:
On apply
On hit:
|
Executioner | Executioners receive their training underground, among the red-masked folk of a secret tunnel-church.
The war-queen of the burning lands, coveting the eminence of her marble palace, often used Executioners to hunt priests of Azar who fled into the mountains. Executioners have since been feared as blood-smeared oppressors, though they bear no loyalty to any ruler, obeying only their occult creed, the "rite of slaughter," that redeems all distortions of the earth. |
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Gain bonus Armor = 5 * Strength * Main-hand Weapon Size On adjacent attack, if two-handing:
On killing an enemy:
|
Mind Knight | The Mind Knights are noble warriors of the yellow church, trained by the master-servants to channel their willpower into martial skill.
When heliots surrounded the church and threatened its ruin, a Mind Knight chellenged the arch-heliot to a ritualistic duel. The white sun glinted on her arcing blade, it is said, and the heliots fled in terror as their leader fell, immaculately sliced in half upon the salt waste. |
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Per point of Willpower, if two-handing: On being attacked: |
Pyromaniac | The first Pyromaniac was a flame priest of the mountain temple-lands who discovered the secret syllable of fire, and was bestowed with an endless "heightening."
Pyromaniacs are those who seek this hidden sound, inflaming themselves through ritual acts of incineration; it was a Pyromaniac who brazenly summoned the first untamed Red Dragon from within the secret mountain. He was devoured, it is said, and the beast, brimming with swallowed magic, rampaged into the world-ending sea. |
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Per stack of
On dealing Fire damage:
|
Tamasa | When a wandering priest of Agni took refuge in the storm temples, he abandoned the destroyer-god and began worshipping Rabal, a young storm-god of cataclysm.
Rabal grants power to all who perform his ritual of immolation; those who pursued this dangerous art became known as Tasmasas. The priest and his Tamasa followers were soon exiled from the storm temples for their recklessness as taboo-violators, for the profane act of self-incineration. |
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On stand still, if enemies live:
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Exultite | Exultites descend from excorites, judge-executioners of the burning lands who, upon the war-queen's death, wandered purposeless into the mountains of Achra.
It is said they discovered a secret tunnel-church; the excorites took shelter, and received sacraments of blood-magic from the red-masked folk of that place. They emerged as reinvigorated Exultites, a mysterious battle-cult, who gather sacrificial followers to one day "wage judgement" against the world-ending sea. |
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On dealing damage to an ally:
On game turn / prayer, if enemies live: |
Topheth | In the burning lands, when the war-queen's reign was broken, a secret coven of sorcerers fled the marble palace, traveling south to the borders of the deep forest.
Among the Lochra, they became known as the Topheths, famous for the ritual incineration of their own followers, the power to transmute life-force into waves of death; in time, the Tophetic arts were embraced by the skull-wearers of the Lochra priesthood. However, some priests refuse to accept the Topheths, as their history in the burning lands, and true role within the marble palace, has been mysteriously lost. |
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On ally attack / an ally being attacked:
On ally death:
|
Arsonist | The Arsonists began as an apostate-sect of grove priest who preached the ritual burning of life, to make room for fresh growth.
When the forests of the West were threatened by a rampaging firedrake, a coven of Arsonists lured the beast into the mountains, where they snuffed out its fire with charred, surging roots, summoned from their fervent prayers. Arsonists are now honoured allies of the grove cult, restoring the forests of Achra with invogorating heat. |
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On entrance:
On prayer:
On summon:
Roots are small stationary plants that entangle enemies. |
Surtmir | To be Surtmir once meant to pursue the sublime mixture of fire and ice, as taught by Ragna, the dead god of the frozen waste.
After a power struggle, many of the Surtmir clans, intoxicated by ice magic, became monstrous warrior-giants, forming a terrible army. Those who keep the old ways still invoke the ancient heart of Ragna, a ruddy ember that trembles beneath the shining ice. |
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On attack:
On apply
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Hazar | When an exiled heliot of the salt waste came to the temples of the Naqui, she was welcomed into their culture of attunement, and became a renowned sage.
In time, she synthesized the fire magic of the temple-lands with her own rites of corrosion, and so arose the first Hazars, masters of the acid-ground, who patrol the western mountains, defending against monsters of the deep forest. |
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On entrance / game turn:
On attack / stand still: |
Kashra | The Kashra are valiant star-warriors that sojourn beyond the astral wall to battle the champions of the Pentot, purple-masked demons of the astral dark.
Though the Pentot are numerous and powerful, they refuse to invade Achra so long as a Kashra lives, preferring the duel-festival, the honoured contest of power, glorious in the shimmering arches of night. |
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On initial attack:
On attack: |
Frenzied One | The Frenzied Ones trace their cult to a prince-consort of the burning lands, once beloved of the war-queen.
In the depths of the marble palace, the prince discovered the red mask, a relic of Phoenix, that inflamed his spirit past all constraint. So masked, the prince hefted his golden axe and abandoned the war-queen to wage war upon the towers of Achra, screaming, it is said, of a great path in the stars. |
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Gain +1 Speed per stack of Deal +5 damage per stack of On stand still: On stand still / being attacked:
|
Gothi | Gothi are devoted warrior-priests of the storm temples, called the "exquisite ones," who embody the "fine light" of the thunderbolt, sacred to Hadad.
It is said the storm temples are the greatest height in Achra; when the world-ending sea rises, the Gothi pledge to return to the blue pillars, to display their glittering art, to become the final beauty of the earth, shining against the plunge of annihilation. |
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On step:
On dealing Lightning damage:
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Stormbringer | When a wide-ranging Arjana came to the storm temples of Achra, on a trade journey south, he was initiated into the blue-pillared hall, and learned the ways of Hadad, the storm-god at the beginning of the world.
He became the first Stormbringer, famous among his folk; countless Granga, crawling up from the crevasse-lands, seeking to pillage Arjana wealth, were annihilated by his magic gale. |
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On dealing Lightning / Ice damage:
On game turn / divine intervention, if enemies live:
|
Alizeh | The Alizeh arose from a sect within the storm temples, Tengu priests of Auzom, the star-wind, child of Agara.
Though Auzom's name was lost, the Alizeh tradition persevered, and in time was brought to the Qamar of the astral wall, who welcomed the cursed bird-forms of the Tengu. The Alizeh now serve as rangers of the void, dancing swiftly along paths of blue-violet light. |
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On step:
On dealing Lightning or Astral damage:
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Bolga | When an Albaz traveler made pilgrimage to the storm temples, passing first through the gate of death, she was outcast for bearing the touch of blight.
In the ravine-lands far below the temples, she founded the dreaded cult of Bolga, the unedning black-clouded storm that revels in death. |
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On killing an enemy:
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Shazuza | The Shazuza are disciples of a forgotten calamity, the "sickening thunder" that once swept the eastern desert.
The first Shazuza was a sublime Ihra, who, defying the limits of flesh, learned to beckon lighting to smite the poisoned blood of her enemies. She became a terrible destoryer of rat-men, who, in those days, still swarmed up through the festering, many-tunneled dark. |
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On step: |
Samsi | When a storm-monk made pilgrimage to the yellow church, to learn from the master-servants there, she founded Samsi, the way of brilliance.
For many years, her "yellow lightning" would persist as an overwhelming weapon against mindhunters and heliots of the salt waste. |
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On dealing Psychic damage:
On dealing Lightning damage:
|
Damunja | The Damunja are assassins who trace their art to a wandering night-serpent that escaped a red-hued vortex in the stars.
When the serpent came to Achra, it taught the secrets of blood to the Damunja, along with the horror of the thunder-curse, which became their mark. In time, the serpent lost its power of speech and flight, and withdrew into the tunnel-lands, where it was sacrificed in an Irga festival of blood. It is said a red mist still presides in the deep chasms of the earth. |
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On dealing Lightning damage:
On hit
You no longer take damage from any source triggered by |
Ormjarl | As the Lochra priesthood rose to power in the deep forest, they sent a contingent to the storm temples to learn the secrets of thunder-magic.
They returned with a thunderdrake whelp, which in the dim closeness of the forest grew white horns instead of wings, and became the first Blue Wyrm. Ormjarls are masters of the Blue Wyrms, though in time many of the beasts would be stolen and raised as mounts for the rapacious Storm Knights, who covet the authority of the towers. |
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On entrance:
Blue Wyrms are wingless beasts that spit lightning On dealing Lightning damage:
On summon:
|
Angiok | The Angiok are blessed priests of the Inuga, sworn enemies of the monstrous Tupilaq.
By Inuga creed, the title of Angiok is available to all wanderers, provided they submit to the ordeal of spirit, the sacred emptying of heat. The outskirts of Inuga villages often contain the frozen bodies of failed Angioks, crouched like shrines, lost to the swirling earth. |
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On stand still:
On apply
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Ice Shah | The Ice Shahs are an Arba-founded cult of the northern waste, who perfect their magic of animate-ice at the foot of the high glaciers.
All around their hidden temple, it is said, spreads an enchanted tundra of cold, green-blue vines, that guards them against the bronze-masked Granga, exiles of the blue tower, who pillage from their dwelling-places deep in the crevasse-lands. |
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On prayer:
Living Ice are conscious spires of ice that project bolts of frost. On summon:
On game turn, if an enemy is on frozen vines:
On enemy death, if the enemy is on frozen vines:
|
Mura | The crystalline warren, secret burrow-temple of sorcerers and knights who covet their inward-facing meditative arts, sometimes dispatches pilgrims to the surface lands of Achra.
These are known as the Mura, mirror-summoners, who by arcane edict seek to reflect the world back upon itself, to redeem the warren's unknown mission beneath the earth. |
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On entrance:
On stand still, if enemies live:
Pearl Mirrors are immune to damage dealt by you Pearl Mirrors are stationary mirrors summoned from pearls and ice. On a Pearl Mirror being attacked:
|
Dreamer | Most Dreamers serve the goddess Mehtar, who slumbers deep within the high glaciers, guarding the world's edge with phantasms of ice.
Some, however, abstain from Mehtar's gift, choosing instead to wander Achra. It is said a Dreamer once came to the yellow church, to challenge the psychic art of the master-servants. A battle ensued, a great spiral of blue light, it is said, and in the fading dusk, a gently rain fell on the salt waste. |
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On stand still, if enemies live:
|
Uspori | It is said that the northern filth-valleys were disgorged by the green mother, after the first lowering of the waters, in disgust at the sudden brilliance of the stars.
In that place of wild sickness, the Uspori are those who craft a unique paralyzing poison, through a secret ritual performed in hidden caves. Accompanied by monstrous Bukavac, the Uspori are feared skirmishers, and often stand against blight-raiders from the gate of death. |
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On dealing Ice / Poison damage to an enemy in a 2 tile range:
On entrance:
The Bukavac is a swift beast with a paralyzing touch. |
Anqarak | Anqaraks are feral spirits from "the lands beyond the skin."
Among the Inuga, the aspect of the Anqarak is often invoked when their territories are threatened by Ice Priests or Surtmir fanatics. After a ritual burning of beast-fat, an anointed fighter takes on the Anqarak's long-clawed shape, and begins the sacred gathering of blood. |
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On attack:
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Inuqqa | It was an Inuqqa of the Arjana who first stood against the Surtmir onslaught, as they poured blue-furred and monstrous from their volcano.
The Inuqqa entered a trance; in a pillar of cold blue light, death rained down on the invaders. Though a Surtmir war-king finally triumphed, beheading the Inuqqa, a great mound of his comrades lay withered and slain upon the frozen waste. |
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On dealing Death damage: On kill, if unencumbered:
You no longer take damage from any source triggered by |
Arch-Magus | When hobgoblins, coveting the secrets of gold, made war upon the mountain temple-lands, it was a lone Arch-Magus who defended the pillared gate.
It is said the Arch-Magus sank into a deep trance; within moments, the hobgoblins were destroyed in a hiss of astral flame, reduced to shapeless lights, that swayed like a field of transparent violet flowers. |
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On stand still:
On hit:
On apply
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Arborus | Those who pursue meditation past the body's own life-limits, it is said, receive a new form, that draws from the root of life, the first grove whose worldly presence was destroyed long ago.
Practitioners take on the shape of an ancient, divine star-tree, called the tree of Arborus, glittering with flocks of cosmic wisps, hatched from the pink stars of the night. |
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On stand still:
On game turn, per stack of
Wisps are levitating orbs of cosmic energy, prone to constant teleportation. |
Ill Prophet | When the green mother perished, Brud legend speaks of an "ill star" that appeared in the sky.
Ill Prophets are disciples of this star, and are said to themselves emit a strange light that warps the land itself into a glimmering, poisonous waste. Above the filth-valleys, there is a purple-hued mountain, whose slopes were long ago lost to the work of the Prophets, who prepare for the day when their star falls to Achra, and the spirit of the green mother is revived. |
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On stand still:
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Destroyer | Destroyers begin their service as powerful mages of the gate of death, standing upon the dark-violet ramparts.
When a destroyer gains too much magic, enough to challenge the blight-princes, he is dressed in feathers and rags, fitted with a strange mask, and cast into the mountains above the crevasse-lands, to wage war against the Granga, who wield bronze chakrams and fear no violence. |
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On game turn, if enemies live:
On kill:
|
Psychonaut | When a Qamar sojourner came to the yellow church, she founded the cult of the Psychonauts, a hidden path by which priests could enter the stars.
This path is studied in secret, for adept Psychonauts rarely return to Achra, preffering to flit through the passages of cosmic light, fearing the encumbrance of the earth. |
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+3 stacks of any On teleport:
On dealing Psychic damage to a unit in a 3 tile range:
On dealing Astral damage:
|
Horror | Among the Koszmar, who writhe in their nameless chasm, to become a Horror is a triumph against suffering, a whirling, shapeless power.
Those who take on the aspect of Horror are scorned by the deities of Achra, who, it is said, fear and reject all gifts from "beyond the stars." |
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On being dealt damage:
On kill, if you have
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Venite | The Venites are fighters trained in the way of poison, the "shimmering middle" that overcomes both life and death.
Though they often defend the northern filth-valleys against blight priests and wandering monsters from the frozen waste, many Venites travel the lands of Achra, teaching their discipline. Dancing on the edge of decay, remembering the green mother, who died long ago, they sing "O cusp! O shimmering emerald cusp!" |
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On initial attack, if the target has
On hit:
|
Snakedancer | Authority over serpents is renowned in the dawn marshes, where monstrous Acroserpents are bent to the will of Keliots.
Legend tells of a reptilian wanderer who once passed through the marshes, strangely coloured, from the ancient Saurian clan, whose step mesmerized the serpents underfoot. It is said the serpents followed the wanderer out of the marshes in a great slithering mass, and the Snakedancer tradition remains, coveted by the brutal Keliots that rules the whispering reeds. |
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Per point of Dexterity:
On step, if enemies live:
Serpents are slithering poison-fanged reptiles. On summon: |
Merzot | Those who poison their own blood to "seek abomination" are called Merzot.
When the Surtmirs sought to invade the filth-valleys, it was the Merzot who drove them back, with waves of foul-smelling gore. |
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Gain +500 max Life Add +20 to all healing On being attacked:
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Vengati | The Vengati are a sect of Mesmers from the ywllow church who took up residence in lost Shuppurak, where they were inspired by Yu, a goddess contained in a jade sculpture, known as the "poisoned stone"
Through the proliferation of sickness, the Vengati amplified their psychic art, though it is often said these practices sped the downfall of that great city |
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On dealing Psychic damage:
On ally death / enemy death: |
Plaguemancer | It is said that Achra was once a world of cities, strung with wide-stone paths, until the coming of plague, the destroyer of delights
Plaguemancers, in sombre covens, keep dim remembrance of this devastation Among the Brud of the filth-valleys, Plaguemancers are well-known as prophets and terrible, nation-destroying mystics, reaching far beyond the natural indignities of death |
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You become immune to applications of Plague
On enemy death:
|
Doomsayer | Doomsayers are dreaded monks of the wilderness, empowered by an imprisoned cave-god of death
Scorned by the folk of Achra, Doomsayers are said to perform their gathering-rites in a secret canyon deep below the temple-lands, among the skulls of gigantic beasts from the ancient earth, that protrude mask-like from the stone |
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On game turn / stand still / enemy attack:
On enemy death:
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Worm-born | The Worm-Born follow in the ways of an exiled grove priest.
Upon facing starvation in the deep forest of the West, the priest performed a desperate life-beckoning ritual. His body was fused with a multitude of emerald-hued worms, the swarming corpse-eaters of that wild place. |
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On entrance:
On being attacked:
Crawlers are writhing worms with a doom-laden bite. Per summoned ally: |
Acolyte | The Acolytes were once a sect of the Alhaja, who seek the highest piety.
Now, all Acolytes gather in a sacred yurt-city, in the desert of the gods, where they fast and burn incense, kneeling beneath plumes of dark-violet smoke. It is said their minds are filled with death and sacrifice, pleasing to divinity, which soars above every indulgence. |
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On entrance:
On attack / ally death, if enemies live:
On prayer:
|
Pain Cleric | Pain Clerics are clergymen of the secret tunnel-church, teaching scriptures of blood beneath Achra.
Their followers are themselves devoted to pain, which the Clerics channel into a terrible curse, often inflicted on doomed wanderers who breach the church's border-passages. |
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On an ally being attacked:
On damaging an ally:
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Briar Mage | Briar Mages are friends of the Briarfolk, who dwell in the secret corners of the deep forest.
They stand opposed to Bramble Priests, who hunt the Briarfolk, coveting their everliving vines. One day, according to the Briarfolk, the first grove will return, the forest will retake the world, vines will cover the mountains, and the terrible ocean will soften into clear, nourishing pools. |
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On game turn, if enemies live:
Briarfolk are human-shaped plants that entangle enemies On summon:
Increase all Physical / Poison damage by the stacks of |
Gliva | The first Gliva was a wandering druid who, during a pilgrimage into the tunnel-lands, discovered the "hidden song" of the mushrooms, a powerful psychic communion.
Seeking to spread their faith, Glivas now wander the deep forest of the West, where they are persecuted by the Lochra priesthood, who above all worship the redemptive possibilities of violence. The Glivas claim that one day the mushrooms will overtake the surface of Achra, and the first grove of the child-gods will be reborn in an image of fungal splendor. |
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Your summoned allies are replaced with Mushrooms
On a Mushroom being attacked:
On being attacked:
On stand still, if enemies life:
Mushrooms are fragile stationary growths that apply Sickness. |
Blood-drinker | The Blood-Drinkers began as a sect of Morlocks, devoting their bodies to sacred life-thirst.
Legends still remain of their emergence, where in one howling night they glutted themselves on the vitrea of cave-folk, in the hills below the Naqui temples. Though the sect was annihilated by a Naqui Flame Knight, their cursed, invigorating desire entered the magic of Achra, waiting for those who choose to grasp it, deep in the pull of blood. |
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Add +100% to all healing -50% all resistances On adjacent attack:
On dealing Blood damage
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Mesmer | In the hierarchy of the yellow church, those master-servants who choose to venture into Achra are called Mesmers.
A Mesmer, seeking the wide lore of the earth, was traveling through lost Shuppurak when rat-men emerged from the plain and assaulted the ruined walls; there was a strange bell-sound, and, it is said, the entire force of rat-men lay down, their minds emptied, yellow-green eyes bulging in the dust. |
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+3 stacks of any On stand still / dodge:
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Mindhunter | The first Mindhunter was an initiate of the yellow church who questioned the wisdom of the master-servants, fearing the intoxication of psychic power.
Exiled to the salt waste, he was abducted by Heliots and subjected to their terrible rites of dissolution. Against this suffering, in the furious revolt of his spirit, it is said, the exile gained the secrets of blood-magic, and thereby became a deadly assassin, the first Mindhunter, eternal enemy and brutal mirror of the disciplined Mind Knights of the yellow church. |
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Per point of Willpower:
On dealing Psychic damage, if unencumbered:
On step: |
Blood Mage | The Blood Mages learned their magic from Irga festivals, deep in the tunnel-lands, in the chasms above the infernal plane.
They call upon the "inner blood," a source of power, hidden in the surpassing dark. All skin, all flesh, they say, is an overfull jar, a thing to be opened. |
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On apply On game turn / stand still / self-damage:
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Paragon | The Paragon were founded by the first, ancient king of lost Shuppurak.
It is said the Paragon-anointed army of those days was unconquerable, turquoise-armored, bristling with immaculate lances; they famously slayed a Cave Worm of the deep earth, in a battle that flattened the coastal plains. |
25 points in any powers |
On stand still:
On applying a non-harmful, non-transformation effect to yourself:
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Gallus | The Gallic order was born from the death of the Bull-Giant
Desiring the power of earth-shaking, the first Gallus wore armor crafted from the giant's dense bones |
20 points in Heavyweight, or chest armor with at least 120 base Armor |
+50 Encumbrance Per point of Strength:
On shrug off / game turn, if enemies live:
|
Strijela | There was once a nameless Stran of the Eastern desert, whose companion animal was slain by a Torch Priest.
The Stran descended on the tents of the torch-coven, her furious javelins flying in every direction; an Amir found her kneeling, grief-stricken among the impaled priests. The name he granted her, Strijela, has since become a title of great renown. |
20 points in Aim |
On equipping a ranged weapon:
On attack, if attack range greater than 1:
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Bheith Nochti | The Bheith Nochti are sacred bare-chested fighters that once roamed the desert of the gods
In the purity of the desert, it is said, they found a secret place of absolute piety; in the hissing sand, a smooth terrace of white otherworldly stone |
20 points in Bheith Nocht |
Per empty armor slot:
On prayer: |
Aqliyya | The Aqliyya are a rebel sect of the yellow church.
Devoted to mind-fighting, they wander the salt waste and the desolate western mountains as sages and bringers of justice, often battling fanatic Brungle clans that seek to raid Achra from their worm-pits |
20 points in Mindfighter |
On adjacent attack, if two-handing: |
Suwag | The Suwag are wandering fighters who enchant their weapons with animate gore
It is said the first Suwag was an Albaz warrior who explored deep into the tunnel-lands where she discovered a secret church of blood; hoping to purify the weaknesses of her blade, she embraced the church's painful, transforming mysteries |
20 points in Gore Cleave |
On step:
On adjacent attack:
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Berserker | The Berserkers are brutal fighters who roam the cold foothills of the deep forest.
In combat, they mar themselves with ice, blood, and deathly curses, known as the "three kings of violence." Berserkers are held sacred by the Lochra priesthood, where they are anointed as living offerings to the triumphant mysteries of pain. |
25 points between ![]() |
-2 Inflexibility On attack / kill:
On dealing Ice / Blood / Death damage to yourself / adjacent units:
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Windblade | Windblades once roamed the Eastern desert as fighter-mystics, lending their skill to warring Amirs.
In their tradition, it is said, "No law, no heart's distemper, surpasses the nobility of thy flashing blade." |
A Main-hand ![]() |
20% chance to deal +200% On entrance:
On step, if you don't have
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Starjumper | The folk of Achra who pass into the stars are said to feel a joyous emancipation.
To the Qamar of the astral wall, this freedom is cautioned as a spiritual ailment, a fall to edgelessness. The most ailed, the most joyful, are called Starjumpers, of those who wander the violet paths, who leap the widening dark. |
20 points in any teleportation powers: |
On step:
On teleport:
Damage = your Dexterity * Willpower
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Uhrata | The Uhratas of Achra are master prayer-singers, consigning their bodies to divine judgement.
It was a sect of ecstatic Uhratas who first made pilgrimage to the shores of the path, rowing magnificent ribbon-hung ships from the ruined cove of lost Shuppurak; it is said their pious song was the first offering to the shadows of the towers. |
20 points in any 'chant' powers: |
On killing an adjacent enemy:
On prayer, if enemies live:
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Oozemancer | When the green mother lived, the filth-valleys were a land of oozes, shimmering emerald creatures of elemental poison.
In time, those who made pacts with the oozes became Oozemancers, and took up rulership of the filth-valleys. With the rise of the gate of death, the power of the oozes faded, though rare Oozemancers still wander the dim, poison mists. |
20 points in any ooze powers: |
On enemy death / game turn, if enemies live:
On attack / stand still:
Allied Oozes gain Revenge; they perform an extra attack on ally death Oozes are writing elemental masses that smother enemies with sickness and corrosion. |
Necromancer | Necromancers are those committed to the lore of reanimation, of death-from-life.
Desiring power, or striving for their own ends, they often stand opposed to edits passed by the gate of death, and for generations have been hunted by its blight-princes. |
20 points in any undead powers: |
On game turn, if enemies live:
On an ally being killed by an enemy:
Skeleton warriors are armored undead that fight with curved slashing blades. |
Liturgist | In the mountain temple-lands of Achra, Liturgists are those who lead and combine the element-cults.
They are followed by great crowds of zealots, who yearn to one day gather in the sacred pillars, streaked with violet, astral light. |
20 points in any 'cult' powers: |
On entrance:
On prayer:
On summoning a Priest, if enemies live:
Worshippers are enthused servants that deal astral damage to themselves. |
Elementalist | It was an Elementalist who conjured the first temple of Achra, fabricating it from the young mountains and dedicating it to Spectra, the vanished goddess of rainbows, birth and the once-living sea. The temple is now considered nameless and lost, buried by the new deities of the temple-lands or, according to certain sages of the wilderness, hidden under the towers of the path.
In the distortion of the ages, it has become increasingly rare for a true Elementalist to rise from the kinetic arts, though aspirant cultists often claim this title. |
20 points in any 'kinesis' powers: |
Your Accuracy and Hit from attacks is limited to 20 Deal +10% non-Physical damage per point of Willpower On attack, per kinesis power:
On stand still, per kinesis power:
Hit damage = 20 * points spent on 'kinesis' powers |
Torturer | Torturers, it is said, first learned their art of the "sacred agony" from an exiled Slagh priest, who fled the deep forest for the safety of the winding mountains.
Though Torturers are often shunned in the temple-lands, they remain unmatched in subduing the giant Obars that rampage from the tunnels, who obey nothing but pain. |
20 points in any 'master' powers which bestow harmful effects: |
Willpower no longer removes harmful effects from you On stand still:
On applying a harmful effect to yourself:
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Beastmaster | Beastmasters are trainers of rare beast-familiars who once served as arch-priests within the walls of Mardok's stone city.
In lost Shuppurak, the Beastmasters gathered for a tournament of might, but were attacked by fire-pledged assassins from the burning lands, who coveted their Brass Dragons. The Beastmasters have since abandoned civilization, wandering the mountains and wild-places as duelists. |
20 points in any beast familiar powers: |
On entrance:
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Shapeshifter | Long ago, a priest of lost Shuppurak made pilgrimage to the dawn marshes, and learned of a marsh-cleric who could take on a serpent-shape.
Coveting this power, the priest stole the scroll of changing, but was instead cursed by the cleric, warped into a monstrous, chimeric form; he became the first Shapeshifter, whose green-hued blood craves transformation. |
20 points in any transformation powers: |
+1 stacks of any "transformation" effect applied by you.
When applied, this effect replaces and inherits the stacks of any current transformation. |
Arch-Lizard | The Arch-Lizards are a sect of "pure" shapeshifters who trace their origin to the lost temples of the dawn marshes
Beneath the mountains, where an underground river fans out into the coastal plains, the marshes were once ruled by serpent-kings in noble splendor Now it is a place of brutality, the endless hunting-ground of keliots and their servant-beasts |
Lizard Visage equipped, or head armor with at least 40 base Armor |
On entrance / game turn, if head armor is equipped and all other armor slots are empty:
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Ur-Beast | The Ur-Beast is a spirit of the deep forest, whose aspect is often invoked by battle-crazed fighters of the berserkergang.
Within the Lochra priesthood, the Ur-Beast's intense fury is viewed as both a miracle and a deep wretchedness, a violence that both preserves and consumes the world. It is the fate of many who invoke the Ur-Beast to finally degrade into Gora, yelping hounds of mindless bloodlust, banished to the astral dark, howling ever-hungry above the lands of Achra. |
Beast Visage equipped, or Main-hand 'Axe' weapon with at least 300 base Hit |
On attack / apply
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Night-Crow | The Night-Crows began as a sect of sorcerers who were cast out from the gate of death
Dressed in humiliating feathered garments, they wandered the bleak northern montains until they came pon the corpse of a giant, iridescent crow; the sorcerers ate of its magic, decaying flesh, forever gaining its power and shape The Night-Crows are now called the "wild path" for aspiring mystics, who wish to pursue the glory of the stars |
Crow Visage equipped, or at least 3 'Staff' weapons in inventory |
On kill / apply
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Anroth | Before the first distortions of the earth, Anroth was a fighter raised to divinity. It was Anroth alone who struggled upon the crumbling wheel of light, the descending rainbow of creation, for nameless years, vanquishing demons of the fecund dark.
Those who walk the path of Anroth abstain from glory-given powers, immensely raising their natural abilities and strengthening their weapons. Their emblem is a shield bearing the first rainbow, that whirls in every direction. |
20 Glory with no powers |
On learn: |
Ogham | A rebel sect that began among Lochra skull-wearers, the mute Ogham follow a strict orthodoxy that forbids the utterance of divine language. To pray is instead to partake in the mystery of violence, the splling of gore
The Ogham refuse the favor of their deities, seeking redemption chaotically in the roar of battle "Mutter no prayer, for war is thy invocation" |
20 Glory |
You may no longer use prayers or receive divine intervention On initial attack:
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Struggler | Sometimes, from the contortions of history, a lone wanderer will emerge to challenge the nameless, shapeless beings that swarm from gulfs beyond the void.
Driven by revenge or sheer tenacity, they are often hunted to brutal annihilation, erased from the memory of the earth, but for those washed in the utmost purity of violence, striding glorious through the howling wastelands of the path |
20 Glory while in the Land of Achra |
Fearsome Pretas will hunt you, hungry ghosts from the land of dust... 33% chance to endure any amount of damage
On being damaged by an enemy:
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