“Most people survive by avoiding danger. Adventurers
survive by walking straight into it with better questions.”
Base Kit
Initial Bonus
Callings — 10xp
Explorer
Gain proficiency in one of the following skills: Arcane, Crafting, Divine, Elemental, Nature, or
Occult
Dungeon Delver
You may use Crafting instead of an Insight skill when examining equipment, structures, or ruins
Inquisitor
Gain Eternal 1d4 and +3 MP
Truthseeker
While on a Job, Charming, Deception, and Intimidation checks are contested by your
Observation instead of Willpower outside of combat
Whisperer
Gain Advantage when gathering information through underground contacts or black-market
networks
Acquire Job
You’ve been hired for a job. A job may involve protection, escorts, investigations, ruin delves, monster
hunts, or recovery missions. You may only have 1 active Job at a time, though its details may evolve over
the course of the story. Starting a Job requires at least 10 minutes spent gathering information and
preparing. While making skill checks directly related to your Job, you may reroll 1 die. This does not
apply during combat.
Tier I — 5xp
Monster Hunter — Make an Observation check against the target’s Vigilance. If successful, gain Advantage against the target for 1 round per ★
Puzzle Solver — Gain proficiency in Investigation or Observation
Watch and Wait — Gain proficiency in Stealth or Vigilance
Study the Terrain — You may use Observation instead of Athletics to Climb, Jump, or Swim, and may use it instead of Finesse to move through Difficult Terrain
Tell Spotter — Gain Advantage when using Observation to determine whether someone is lying or hiding motives related to your current Job
Tier II — 10xp
Adventurer’s Toughness I — Gain +4 HP
Get Your Hands Dirty — Gain proficiency in Melee or Parry
Get to the Truth of the Matter — Gain proficiency in Deception or Willpower
Flank with Me — Move up to your speed. If you end this movement adjacent to a creature threatening an ally, that ally may immediately move 2 squares as a free action
I Just Know Things — Reduce the DC by 1 when identifying creatures or crafted objects
Tier III — 15xp
Trip Up — As a Reaction, make an Observation check against the target’s Vigilance. The target suffers 1 stack of Disadvantage per +2★ on its next action
Analyze Attack — Targets affected by your Monster Hunter increase the DC needed to affect you by +1
Studied Strike — When attacking a creature affected by your Monster Hunter, deal +1d6 damage
Eternal Dedication — Gain Eternal 1d4. If you already possess Eternal 1d4, increase it to 1d6 instead. Gain +3 MP
Observe Target — You may use Observation instead of an Intellect skill to Insight creatures
Tier IV — 20xp
Adventurer’s Toughness II — Gain +4 HP
Tamper Sense — Gain Advantage to determine whether evidence, objects, locations, or scenes related to your Job have been staged, manipulated, or tampered with
Aid Ally — As a Reaction, allow an ally to reroll up to 2 dice from a skill check they just made
Studied Step — When using Monster Hunter, you may spend +1★ to move 1 square
Tier V — 25xp
Perfect Strike — When you have Advantage against a target, deal +1d6 damage
Drive Your Foe — When using Monster Hunter, you may spend +2★ to move the target 1 square
Know Your Enemy — When you successfully Insight a creature, reduce either its Strength DC or Agility DC by 1 against your next attack before the end of the next round
Eyes of the Watcher — Observe Target may affect up to 3 creatures simultaneously