29 June 2020

Earthdawn 4E: Rules Variant 10 - Part 1 Hindrance

This is the first part of the tenth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

All the attributes in Earthdawn are important in their own way, though it’s fairly clear one sticks out as generally less valuable than the others: Strength. It increases combat damage for most characters, except for spellcasters and eventually ranged attackers with Flame Arrow, and is used for resisting knockdown. In many ways the limit on encumbrance is the most important factor as it limits what can be carried.

However, most tables ignore encumbrance as an exercise in bean counting when they want to have fun. Not run a spreadsheet to produce the live total of how much they are carrying. Then you can figure out the optimum amount of stuff to carry back by maximizing the value v. mass. If you have a cart with mules, this may be less important (unless there are obstacles preventing easy access to the phat lewt). But we’re now worrying about domesticated animals left outside to fend for themselves and have I lost everyone yet?

To dig into design a little: There is some merit in putting together a more simplified encumbrance system where only the big things are a concern and they get assigned some number of abstract encumbering units. These can have a rough mass equivalence, but it is still the same situation, just smaller numbers. And it runs afoul of carrying around millions of copper pieces, which may or may not be a problem depending on your view. Suffice it to say, it’s still not the easiest solution.

After all that preamble, what this post is actually about: Hindrance. This is a replacement to Initiative Penalty with the effects of Strength Value built in, rather than attempting to attach them as a post hoc fix. Even though this is a post hoc fix, it goes a little deeper to create a more coherent whole.

The premise is characters have a Hindrance Rating based on their Strength Value. Armor and shields have a Hindrance value equal to their current Initiative Penalty +1. If your Hindrance from armor and shields exceeds your Hindrance Rating, you suffer a -1 penalty to your Initiative Step and Movement Rate. If this reduces your Initiative Step to 0 or less, you cannot act in combat. Which is the same premise as Initiative Penalty. This also makes windling flight less excessive by forcing slightly more difficult decisions about equipment, reinforcing the idea of how they wear very light armor.

What this means is very strong characters can wear heavier armor and use bigger shields without it penalizing their Initiative. The Gauntlet Discipline is a specific edge case by how it functions and doesn’t benefit from this and makes their access to heavy armor less impressive. There’s a knack for that at the end.

Here are the specific rules:
  • A character’s Hindrance Rating is based on their Strength Value:
    • Strength Value 1-3: 0
    • Strength Value 4-7: 1
    • Strength Value 8-11: 2
    • Strength Value 12-15: 3
    • Strength Value 16-19: 4
    • Strength Value 20-23: 5
    • Strength Value 24-27: 6
    • Strength Value 28-31: 7
  • The Hindrance of an armor or shield is its Initiative Penalty +1.
    • For example: A buckler is Hindrance 1 and hide armor is Hindrance 2.
  • Characters receive a -1 penalty to their Initiative Step and Movement Rate for every point they exceed their Hindrance Rating.
    • For example, Jaye has Hindrance 5 from her crystal raider shield and crystalweave armor and her Strength Value is 13, giving her a Hindrance Rating of 3. She suffers -2 to her Initiative Step.
  • Windlings cannot fly when they exceed their Hindrance Rating.
  • Characters on a flying mount cannot fly if they exceed their Hindrance Rating.
  • Characters on a mount that does not fly reduce their armor’s Hindrance by 2 (this does not affect shields).
  • Strength of Bronze, Iron, and Steel no longer provide any benefit. This alternate rule eliminates the niche they filled.
  • The Strong Back ability does not increase Hindrance Rating. It was intended as a small benefit, but not an ability with quite this impact.
Here are revised armors to better fit this setup.

Special thank you to Brett Bowen for invaluable assistance with this.


Clarity in Patience
Talent: Deliberate Assault
Requirements: Rank 4
Restrictions: None
Step: Rank
Action: Free
Strain: 1
Skill Use: No
Standard Effects. For every 2 points the adept reduces their Initiative result, they gain +1 to their next Attack or Damage test this round against an opponent with higher Initiative. This bonus combined with the bonus from the difference in Initiative results cannot exceed the talent rank.

For example, Omen got a 9 for her Initiative result, which she reduces to a 0 because of course she does. She has Deliberate Assault rank 6 and can add up to +4 to her Attack or Damage test (in some combination). However, this +4 counts against her maximum +6 from the standard effect. Meaning if she adds +4 to her Damage, she can only gain up to +2 to the Attack test based on the Initiative result difference. Since her target bottomed out with an Initiative result of 1, this is working out well.

17 April 2020

Earthdawn 4E: Rules Variant 09 - Animal Companions

This is the ninth Rules Variant, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

NOTE: 27JUL2020 update for Initiative.

For as long as there has been Earthdawn, animal companions have been part of it through the Beastmaster Discipline. Inspired by Dar from the Beastmaster movies and TV series, they are an iconic part of the game. The exact mechanics of how animal companions function was pretty fuzzy in previous editions. 4E expanded this to an extent, such as answering key questions like, "Which creatures can be taken as animal companions?" and "How do I keep my animal companions relevant?"

While the first question is pretty definitively handled with an explicit note in each entry if it's appropriate, the second is more difficult. Expanding Animal Training and including new talents (e.g., Enhance Animal Companion and Goring Attack) makes steps towards that goal, but it's a tricky thing. Animal companions both frequently a popular option and a troublesome option. Popular because you get pets—which can be endearing and entertaining, as well as useful—and often (effectively) lots of additional actions through those animal companions.

This creates a weird space for design on making them accessible for utility purposes, but needing to pull that back for combat purposes so animal companions don't overshadow other characters and the character with animal companions doesn't dominate everything simply by how many actions they have at their disposal. Enhance Animal Companion was intended to improve less powerful animal companions, maintaining their relevance for longer along with changes to Animal Training. However, they mostly just make existing powerful companions more powerful. Getting animal companions to loyal is a speed bump, particularly since many of the more powerful creatures have Willful, but there's still a lot of ways to go screwy.

At the time, the design was largely kept conservative and maintained mostly the status quo of how things existed in previous editions. The devil you know and all that. Putting in stronger limits on groups of animals felt like it may discourage the concept of an opponent Beastmaster with a pack of animals to sick on their foes.

Since this is series based on exploring different ways of doing things, that is exactly what this post is about. A different way of handling animal companions. Here's also where I give a shout out to Brett Bowen who helped this. Hey-o!

This is something of a complete tear down of the associated talents without inherently changing anything. There are stronger limits on how powerful animal companions can be, but through the magic of knacks characters can go tall with one companion and still go wide with several less powerful animal companions. How they function in combat has more structure (see Animal Training, with a lengthy entry) and some limitations and guidelines on how they can be used. The talents are also more powerful than the equivalent skills across the board, with various tasks being easier for adepts.

The biggest change is the inclusion of the Bind Animal Companion knack, which opens up various abilities for the animal companion and further reduces a lot of the baggage in dealing with them. It also opens up Enhance Animal Companion and other knacks for use on the companion, which now provides better benefits for the further the animal companion is "behind the curve." There are additional knacks to help animal companions who have been with the adept since the beginning.

As noted, there's a lot going on here. If a talent or knack isn't referenced, the effects didn't change.


Talents

Animal Bond
Step: Rank+CHA
Action: Standard
Strain: 1
Skill Use: Yes

The adept develops a bond of trust with an animal suitable as an animal companion, making an Animal Bond test against the animal’s Social Defense. If successful, the animal’s attitude (see Gamemaster’s Guide, p. 142) toward the adept improves by one degree (typically to Neutral). The adept may make this test once each day after spending positive time with the animal, treating it well, and earning its trust.

Once the animal’s attitude toward the adept is Loyal, it willingly takes risks for the adept and expects appropriate rewards for doing so—this is not the same as combat training (see Animal Training). A Loyal animal will accompany the adept on adventures if they desire, and is referred to as an animal companion. An adept can maintain animal companions with a total Circle equal to their Animal Bond rank. For example, a hunting dog (Circle 1) and a troajin (Circle 2) as animal companions require at least Animal Bond rank 3. The adept must spend quality time with their animal companions on a regular basis to maintain their loyalty.

An animal will not maintain a better attitude towards an adept than the adept shows it. As a result, mistreatment, neglect, or abandonment can offset the talent’s effects, worsening the animal’s attitude towards the adept. If an animal companion’s attitude drops below Loyal, talents or abilities that target animal companions no longer work.

Skill Use: Each subsequent improvement to attitude requires an additional success; e.g., it requires two successes to improve from Neutral to Friendly for a typical animal.

Note: It's suggested to have either the gamemaster or another player portray the actions of an animal companion to reflect they aren't simply an extension of the player character. This can also help engage other players in the various animals. If a different player is going to portray an animal companion, the gamemaster and players should agree.

Animal Companion Durability
Step: Rank
Action: NA
Strain: 0
Skill Use: No
The animal companion’s ability to take damage is improved in a similar manner to the Durability ability (Player’s Guide, p. 85), with each rank increasing the bound animal companion's Health Ratings by +5. This can only affect bound animal companions.

Animal Training
Step: Rank+CHA
Action: Special (see text)
Strain: Special
Skill Use: Yes
The adept trains an animal to obey simple commands such as “scout ahead,” “smell that,” and “go home,” as well as the more usual “stop,” “heel,” “fetch,” and “kill.” The animal must be at least Friendly to the trainer and suitable as an animal companion to train with this talent. An animal can be taught a maximum number of commands equal to the adept’s Animal Training rank. The adept spends a day with the animal as a Sustained action (8 hours), focusing on teaching it the new command, and reviewing any commands it already knows, then makes an Animal Training test against the animal’s Social Defense. If successful, the animal understands and obeys the command. Trained animals only respond to commands given by characters they are at least Neutral with (see Gamemaster’s Guide, p. 142), and will only do something that seems dangerous for characters they are at least Friendly with, including their trainer. The adept cannot train animals with an effective Circle higher than their Animal Training rank.

The animal remembers all of the commands it learned for months equal to the adept’s Animal Training rank. This duration is renewed by a successful Animal Training test to teach a new trick or maintain the animal’s training, as described above. If an adept tries to maintain too large a collection of trained animals, they may find their training slipping unless they constantly work with their companions. If the adept neglects an animal’s training, it forgets all of its training when the talent’s duration ends. The adept may renew the duration while the talent is in effect by spending a day with the animal and making a new Animal Training test.

Combat training an animal requires the animal to be at least Loyal to the trainer. This training counts as 3 tricks and requires a week for each attempt. Each test requires an additional success equal to the trick “number.” For example, tests to teach the first trick required for combat training need one additional success and tests to teach the second trick required need two additional successes. Once an animal is combat trained, this training is permanent and does not fade. Animal companions without combat training typically flee from combat.

The adept may issue a command to a single animal companion as a Standard action; in combat this costs 1 Strain. The adept may make a command that combines multiple tricks by making an Animal Training test against the animal’s Social Defense. This test requires one additional success for each trick included. Each attitude level above Friendly reduces the number of additional successes required by one, to a minimum of no additional successes.

For example, Mycah wants her Loyal companion espagra, Sprinkles, to “go home” and “fetch” a map. This is two commands, which requires two additional successes, but Sprinkles is Loyal, which reduces the total by one to only one extra success. Given Sprinkles has Willful (1), this is a good thing. If the adept succeeds, but without the required number of additional successes, the animal goes to do what they assume the trainer wants, but fails in some way. Failing the test entirely means the animal will not perform the complex trick until the trainer spends a day successfully reinforcing their training.

In addition to teaching the animal commands, the adept can grant the animal a +1 bonus to a skill the animal knows (this does not include the animal’s Attack Step); this must reference a skill (not a creature power) and does not include Resist Pain, Surprise Strike, or similar combat abilities. At the gamemaster’s discretion, the adept can use this ability to teach the animal companion skills (not talents) the animal doesn’t know, but would conceivably be able to perform. These enhancements count as tricks for the talent’s limits and must be maintained like tricks.


List of prohibited combat-related skills:
  • Acrobatic Defense
  • Aggressive Maneuver
  • Anticipate Blow
  • Avoid Blow
  • Battle Bellow
  • Battle Shout
  • Blade Juggle
  • Charge
  • Critical Hit
  • Disarm
  • Distract
  • Dive Attack
  • Down Strike
  • Feint
  • Graceful Exit
  • Heartening Laugh
  • Intimidating Bellow
  • Maneuver
  • Melee Weapons
  • Missile Weapons
  • Patient Maneuver
  • Resist Pain
  • Resist Taunt
  • Riposte
  • Second Attack
  • Second Shot
  • Second Weapon
  • Setup
  • Shield Bash
  • Shield Drive
  • Studied Counter
  • Surprise Strike
  • Swift Kick
  • Swing Attack
  • Tactics
  • Tail Dance
  • Taunt
  • Throwing Weapons
  • Unarmed Combat
  • Vicious Wound
  • Weapon Breaker
  • Wheeling Attack
  • Wheeling Defense
  • Witty Repartee
  • Wound Balance
Intiative uses the lowest Initiative Step of the acting characters (animal companions are characters for this) after all modifiers. If the adept uses Cobra Strike and Tiger Spring to get Initiative Step 20 (or 14 + 6, depending how your group rolls), but their crojen only has Initiative Step 14, they use Initiative Step 14. They still gain the benefits of Cobra Strike—bonus on the Attack test—but must use the lower Initiative Step. If the same character doesn't use their Initiative modifiers and just their base Initiative Step 8, it's now the lowest Step and used to determine Initiative.

Skill Use: Teaching a trick takes a week (additional successes reduce the time by one day each) and unless maintained by spending a day reviewing their tricks, animals forget one trick each month. The trainer’s Animal Training rank has no impact on the duration. Combat training takes one month for each attempt instead of one week.

Armor Mount
Step: Rank+WIL
Action: Simple
Strain: 1
Skill Use: No
The adept wills magical armor to form around their mount and each expression of this talent is unique to the adept. Whether a glowing field, unnaturally thick skin, or ephemeral barding. The adept makes an Armor Mount test against the mount’s Mystic Defense. If successful, the adept adds their Armor Mount rank to the animal’s Physical Armor for their Armor Mount rank in minutes. The adept must be in and remain in contact with their mount to use this talent. The Armor Mount test automatically succeeds against bound animal companions.


Call Animal Companion
Step: Rank+WIL
Action: Standard
Strain: 1
Skill Use: No
The adept magically calls an animal companion by making a Call Animal Companion test against the animal’s Mystic Defense. If successful, the animal senses the adept’s call and attempts to make its way to them as fast as possible. The animal companion must be within the adept’s Call Animal Companion rank ×100 yards to hear the call.

Enhance Animal Companion
Step: Rank
Action: Sustained (8 hours)
Strain: 0
Skill Use: No
The adept magically enhances one of their bound animal companions by spending a day in meditation with the bound animal companion. This increases the bound animal companion’s effective Circle by +1—still bound to limits of Animal Bond. The bound animal companion’s effective Circle (including this talent and any other modifiers, such as applied Masks) cannot exceed the adept’s Enhance Animal Companion rank. This talent can only affect bound animal companions. If a Mask is later added that increases the animal companion’s effective Circle above the adept’s Enhance Animal Companion rank, remove the benefits from Enhance Animal Companion until the effective Circle is equal to the adept’s Enhance Animal Companion rank.

Each effective Circle increase gives the bound animal companion +1 to Physical, Mystic, and Social Defense, Physical and Mystic Armor, and Attack and Damage tests, and +5 to Unconsciousness and Death Rating. Note: the presentation as a Mask is for clarity, but it is not a Mask.

Enhance Animal Companion (+1 Circle)
DEX: 0        Initiative:                  0       Unconsciousness:       +5
STR: 0         Physical Defense:  +1      Death Rating:               +5
TOU: 0        Mystic Defense:      +1      Wound Threshold:      0
PER: 0        Social Defense:       +1      Knockdown:                    0
WIL: 0        Physical Armor:     +1      Recovery Tests:              0
CHA: 0       Mystic Armor:         +1       
Movement: 0
Actions: 0; Attack +1 (Damage +1)

Goring Attack
Step: Rank
Action: Free
Strain: 1
Skill Use: No
The adept increases the damage inflicted by their bound animal companions within Goring Attack rank ×2 yards. If their bound animal companion makes a successful Attack test, the adept may add their Goring Attack rank to the bound animal companion’s Damage test. This talent can be used once per round.

Mount Attack
Step: Rank
Action: Simple
Strain: 1
Skill Use: No
The adept increases the accuracy of their mount's attacks. The adept adds their Mount Attack rank to their mount's Dexterity Step for the bound mount's Attack test. This replaces the bound mount's normal Attack test. The adept must be riding the bound mount for it to benefit from this talent. The adept can spend a Karma Point to improve the bound mount's Attack test when using this talent.


Knacks

Bind Animal Companion
Talent: Animal Bond
Requirements: Rank 1
Restrictions: None
Step: NA
Action: Sustained (8 hour)
Strain: 0
Skill Use: No
The adept performs a 8 hour ritual with their Awestruck animal companion, binding them to the adept, turning the animal companion into a bound animal companion and allowing the to benefit from more of the adept’s magic. The adept must Name their animal companion and takes a blood oath similar to an Oath of Blood Peace (this does not cost Blood Magic Damage) and weaves a thread to their animal companion’s pattern. This oath lasts as long as both the adept and animal companion are still alive. If the animal companion dies without violating the adept’s blood oath, a new ritual can be performed with a different Awestruck animal companion, gaining the same associated benefits as the previous bound animal
companion (this includes all applicable knacks for the previous bound animal companion). Due to the asymmetrical nature of the oath, the adept suffers a Blood Wound if their bound companion dies, regardless of the situation.

Bound animal companions are still commanded with Animal Training, however it only requires a Simple action instead of a Standard action and no test is required; this does not allow the talent to be used more than once per round and only one command to one animal may still be issued. They become combat-trained and this does not cost any tricks. Additionally, no tests are required to train the bound animal companion (though it still takes a day and the training must be maintained) and they can perform any complex tricks combined of tricks they know. Call Animal Companion tests automatically succeed against the adept’s bound animal companion and only require a Simple action.

This knack can be learned multiple times. However, it does not increase the total Circle of animal companions the adept can have.

Special: Cavalryman adepts receive one instance of this knack for free at First Circle.

Menagerie
Talent: Animal Bond
Requirements: Rank 5
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No

The adept can maintain additional animal companions up to their Animal Bond rank. None of these animal companions can be above Novice tier (maximum Circle 4). This knack can be learned multiple times.


Transfer Bond
Talent: Animal Bond
Requirements: Rank 5, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No

The adept performs an eight hour ritual with their current bound animal companion and a different Awestruck animal. This ritual is similar to the Bind Animal Companion ritual and transfers the thread and all benefits from one animal to the other, losing and gaining all benefits as appropriate. See Bind Animal Companion for details about this. This is never a ritual undertaken lightly and is most often used for companions who have grown old, or suffered permanent injuries and can no longer keep up. Cavalrymen who use this knack without need are typically shunned and Beastmasters may suffer similar treatment, though some Beastmasters have a more mercenary view of their bound animal companions.

Encouragement
Talent: Animal Training
Requirements: Rank 4
Restrictions: None
Step: Rank+CHA
Action: Free (Special)
Strain: 1
Skill Use: Yes (Novice)
The adept coaches and encourages their animal companion throughout their trick by making an Encouragement test against the animal’s Social Defense. Each success either gives the animal +2 to tests they make as part of the trick, or the adept +2 per success when issuing a complex trick. The adept cannot take any other actions while the animal is performing the trick. This cannot be used during combat. This knack can be used in the same round the animal is issued a command with Animal Training.

Faster, Pussycat! Kill! Kill!
Talent: Animal Training
Requirements: Rank 7, Encouragement
Restrictions: None
Step: Rank+CHA
Action: Free
Strain: 2
Skill Use: No
The adept coaches and encourages their animal companion to commit an egregious act of violence by making a Faster Pussycat! Kill! Kill! test against the animal’s Social Defense. Each success gives the animal +2 to the Attack test. This knack can be used in the same round the animal is issued an attack command with Animal Training, but only once per round.

Smarter Than the Average Bear
Talent: Animal Training
Requirements: Rank 3, Animal Bond rank 3, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept can teach their bound animal companion additional tricks equal to their Animal Training rank, but these additional tricks cannot be used to teach the bound animal companion skills or improve existing skills. This only applies to one bound animal companion. This knack can be learned multiple times.

Amplify Animal Companion’s Form
Talent: Enhance Animal Companion
Requirements: Rank 5, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves their bound animal companion, giving them +1 to each attribute Step, their Initiative Step, Wound Threshold, and Knockdown Step, +3 to their Unconsciousness Rating, and +4 to their Death Rating. This can only be applied to bound animal companions with a tier of Novice (before effective Circles are added through Enhance Animal Companion). If a Mask is later added that increases the animal companion’s tier above Novice, remove these benefits and refund the Legend Points for this knack. Note: the presentation as a Mask is for clarity, but it is not a Mask.

For example, a bound tiger has the Amplify Animal Companion’s Form knack, but later receives a new Mask from Mold Ally’s Form, raising their Circle to 5, which is Journeyman tier. The effective Circles added through Enhance Animal Companion do not count for this purpose. This refunds the Legend Points for this knack to the adept and removes the purchase, though they still know the knack and can re-buy it in the future without learning it again. This doesn’t count against the total knacks for the talent until it is purchased, despite being known in this fashion.

This knack can be purchased multiple times, each time for a different bound animal companion.

Amplified Animal Companion (No Change)
DEX: +1       Initiative:                  +1      Unconsciousness:       +3
STR: +1        Physical Defense:   0       Death Rating:               +4
TOU: +1       Mystic Defense:       0      Wound Threshold:      +1
PER: +1       Social Defense:         0      Knockdown:                   +1
WIL: +1       Physical Armor:       0      Recovery Tests:              0
CHA: +1      Mystic Armor:           0       
Movement: 0
Actions: 0; Attack 0 (Damage 0)

Amplify Animal Companion’s Sense
Talent: Enhance Animal Companion
Requirements: Rank 5, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves an enhanced sense of their bound animal companions. The adept chooses an enhanced sense (e.g., Enhanced Sense [Sight]) when this knack is learned. All their bound animal companions with the selected enhanced sense gain a +2 bonus to it. For example, Enhanced Sense [Sight] (4) becomes Enhanced Sense [Sight] (6).

Augment Ally's Form: This knack can only be applied to a bound animal companion. The gamemaster should disallow Masks they feel may be disruptive to the game. Masks are not inherently balanced for animal companions, but to be applied to opponents and a different set of assumptions. This knack is intended to be fun and interesting, not an opportunity to optimize an animal companion for being abusive in combat.

Boost Animal Companion’s Form
Talent: Enhance Animal Companion
Requirements: Rank 9, Bind Animal Companion
Restrictions: None
Step: NA
Action: Sustained (8 hours)
Strain: 0
Skill Use: No
The adept permanently improves their bound animal companion with an 8 hour ritual, giving them +1 to each attribute Step, their Initiative Step, Wound Threshold, and Knockdown Step, +3 to their Unconsciousness Rating, and +4 to their Death Rating. This can only be applied to bound animal companions with a tier of Novice or Journeyman (before effective Circles are added through Enhance Animal Companion). If a Mask is later added that increases the animal companion’s tier above Journeyman, remove these benefits and refund the Legend Points for this knack (effectively “unlearning” it). 
Note: the presentation as a Mask is for clarity, but it is not a Mask.

This knack can be purchased multiple times, each time for a different bound animal companion.

Boosted Animal Companion (No Change)
DEX: +1       Initiative:                  +1      Unconsciousness:       +3
STR: +1        Physical Defense:   0       Death Rating:               +4
TOU: +1       Mystic Defense:       0      Wound Threshold:      +1
PER: +1       Social Defense:         0      Knockdown:                   +1
WIL: +1       Physical Armor:       0      Recovery Tests:              0
CHA: +1      Mystic Armor:           0       
Movement: 0
Actions: 0; Attack 0 (Damage 0)

Boost Animal Companion’s Sense
Talent: Enhance Animal Companion
Requirements: Rank 9, Augment Animal Companion’s Sense, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves an enhanced sense of their bound animal companions. The adept chooses an enhanced sense (e.g., Enhanced Sense [Sight]) when this knack is learned. All their bound animal companions with the selected enhanced sense gain a +4 bonus to it. For example, Enhanced Sense [Sight] (4) becomes Enhanced Sense [Sight] (8). This replaces the benefit from Augment Animal Companion’s Sense and must affect a sense the adept targeted with Augment Animal Companion’s Sense.

Heighten Animal Companion’s Form
Talent: Enhance Animal Companion
Requirements: Rank 13, Bind Animal Companion
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves their bound animal companion, giving them +1 to each attribute Step, their Initiative Step, Wound Threshold, and Knockdown Step, +3 to their Unconsciousness Rating, and +4 to their Death Rating. If the bound animal companion benefited from Amplify and Boost Animal Companion as well, they also gain +1 Recovery Test. This can only be applied to bound animal companions with a tier of Novice, Journeyman, or Warden (before effective Circles are added through Enhance Animal Companion). If a Mask is later added that increases the animal companion’s tier above Warden, remove these benefits and refund the Legend Points for this knack (effectively “unlearning” it). 
Note: the presentation as a Mask is for clarity, but it is not a Mask.

This knack can be purchased multiple times, each time for a different bound animal companion.

Heightened Animal Companion (No Change)
DEX: +1       Initiative:                  +1      Unconsciousness:       +3
STR: +1        Physical Defense:   0       Death Rating:               +4
TOU: +1       Mystic Defense:       0      Wound Threshold:      +1
PER: +1       Social Defense:         0      Knockdown:                   +1
WIL: +1       Physical Armor:       0      Recovery Tests:            0/+1
CHA: +1      Mystic Armor:           0       
Movement: 0
Actions: 0; Attack 0 (Damage 0)

Heighten Animal Companion’s Sense
Talent: Enhance Animal Companion
Requirements: Rank 13, Bind Animal Companion, Boost Animal Companion’s Sense
Restrictions: None
Step: NA
Action: NA
Strain: 0
Skill Use: No
The adept improves an enhanced sense of their bound animal companions. The adept chooses an enhanced sense (e.g., Enhanced Sense [Sight]) when this knack is learned. All their bound animal companions with the selected enhanced sense gain a +6 bonus to it. For example, Enhanced Sense [Sight] (4) becomes Enhanced Sense [Sight] (10). This replaces the benefit from Boost Animal Companion’s Sense and must affect a sense the adept targeted with Boost Animal Companion’s Sense.

Mold Ally's Form: This knack can only be applied to a bound animal companion. See Augment Ally's Form for additional notes.

Sculpt Ally's Form: This knack can only be applied to a bound animal companion. See Augment Ally's Form for additional notes.

31 October 2019

Earthdawn 4E: Anatomy of a Horror 06 - J'osh the Vexing Son

This is the sixth 4E Anatomy of a Horror, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This was written up for FASA's Halloween social media in honor of Josh Harrison. I decided to put up here as well to make it easier to find (for myself as well).

The general concept here plays with Josh, who I've worked with for years now and become good friends in the process, as he is when meeting him and some of the things he likes to say in jest. Such as no one can take your books and tell you how to play. It turns out, J'osh the Vexing Son can absolutely take your books and tell you how to play. Both are naturally biliophiles who spread a particular brand of madness.

This Horror is designed less as a villain to be defeated in the traditional sense, and more something that pops up every so often causing trouble. A lot of trouble, there is no doubt, but the source of the trouble is a mystery. It plays with horror themes and in a more whimsical fashion, though disturbing nonetheless.

J'osh the Vexing Son

There’s nothing J’osh the Vexing Son enjoys more than adopting a human guise and mingling with the masses. Spreading “the word” as the saying goes. In this case, “the word” is madness and the Horror’s favorite medium is the written word. It’s texts appear innocuous at first, but it doesn’t take long for those who experience them to descend into a particular lunacy, one unique to each victim, but all possess a singular drive to spread that hysteria onto others. These poor Namegivers force J’osh’s corrupted texts on their friends, loved ones, random individuals they see on the street, anyone who could possibly come to understand the brilliance and obsession of those books. And slowly, ever so slowly, the delirium spreads.

J’osh the Vexing Son’s favorite guise is a mild-mannered middle-aged man, rather banal, but with something just a bit off. Perhaps a little too animated. There’s an excitement and gleam of something not quite right in the eyes. By the time anyone notices these details, it’s far too late and their sense of reality is almost certainly affected. Powerful illusions cloak his true form as he moves seamlessly between personas. Those unlucky enough to penetrate his guise only see themselves reflected back at them, with subtle twists and shifts, drawing them in and beginning their descent to madness. By astral space once the illusions are penetrated, J’osh the Vexing Son is an undulating, non-Euclidian pattern of contrasts that invites delusion to any who behold it. At times whispers repeat and reflect J’osh the Vexing Son’s voice, changing the tone and inflection over and over, inserting fleeting words, causing even the simplest statements to challenge the listener’s perception of reality as the echoes become the listener’s voice.

While capable enough, J’osh the Vexing Son prefers to avoid combat at all costs. Instead, it taunts and cajoles its victims, preying on their wants, desires, and insecurities. Ultimately, J’osh the Vexing Son has no desire to kill, only to spread its madness. The Horror gladly aids its victims in any way possible, seeing it not as a predator and prey relationship, but itself as a partner or mentor to its victims. Even the Horror’s perception of reality is strained at times.

Challenge: Warden (Twelfth Circle)
DEX: 12        Initiative:                  12       Unconsciousness:      132
STR: 10         Physical Defense:  14       Death Rating:               148
TOU: 16        Mystic Defense:      24       Wound Threshold:     24
PER: 19        Social Defense:       24       Knockdown:                  12
WIL: 17        Physical Armor:      9         Recovery Tests:           5
CHA: 19        Mystic Armor:         16       Karma:                            12 (48)
Movement: 12
Actions: 3; Unarmed: 24 (22)
Powers:
Awareness (31, Simple): As the talent, Player’s Guide, p. 129.
Corrupt Compromise (31, Standard)
Corrupt Karma (29, Standard)

Corrupt Reality (29, Standard): This can be used at any range against a marked victim or a victim in possession of a corrupted text. If successful, the victim also gains a Corruption Point.
Corrupted Texts: J’osh the Vexing Son maintains at most thirteen texts that bear its words and madness. These can be manifestations of the Horror, or existing books corrupted by its will. When one is destroyed, it manifests another or searches the physical plane for a new text to imprint with its essence of insanity, which costs J’osh the Vexing Son 5 Karma Points. J’osh the Vexing senses whenever a suitable being ventures across one of these texts. When a victim reads the text, J’osh the Vexing uses Corrupt Reality to alter their reality to suit its whims. These are often pleasant at first, drawing the victim in before slowly twisting their perception of reality and making it indistinguishable from madness.
Cutting Words (31, Simple): As the talent, Earthdawn Companion, p. 52.
Cursed Luck (34, Free)
Disarming Smile (31, Standard): As the talent, Earthdawn Companion, p. 52.
Disguise Self (45, Standard): As the talent, Player’s Guide, p. 138.
Disrupt Magic (29, Standard)
Dual Nature: J'osh the Vexing Son has an astral and physical form. They are not independent, but both must be destroyed to kill the Horror. As long as one of the forms survives, it can reform the other. Attacks that deal mystic damage affect both forms simultaneously.

Favored Spell (Encrypt): The duration is measured in years.
Favored Spell (Ephemeral Bolt): J’osh the Vexing Son can spend a Karma Point to change the spell to True Ephemeral Bolt after the target decides to resist. The target doesn’t know this.
Graceful Exit (31, Standard): As the talent, Player’s Guide, p. 151.
Harvest Energy (31, Free): If the emotion is excitement, discovery, or related to losing touch with reality, J’osh the Vexing Son gains an additional Karma Point, and gains a Karma Point even if the test fails. This power can be used at any range against marked victims or a victim in possession of a corrupted text.
Horror Mark (31, Standard): This can be used at any range against a victim in possession of a corrupted text. J’osh the Vexing Son gains +2 to this test for every Corruption Point the victim has.
Karma Boost (Free)
Maddening Voices (31, Free): Before Initiative is determined each round, one Maddening Voices test is made and the result compared against the Social Defense of each opponent within 50 yards. If successful, the target is Harried for the round due to the voices surrounding them and tearing at their sanity. The penalties also affect Social Defense.
Madness Loves Company: Marked victims gain +1 to tests to convince others to read a corrupted text for each Corruption Point the victim has.
Mimic Voice (45, Simple): As the talent, Player’s Guide, p. 158.
Redact History (29, Sustained):
J’osh the Vexing can perform a ritual that removes evidence of a target Namegiver’s deeds and existence, or the existence of a particular book or passage of the book (though this does not affect texts of different titles with the affected information or memories of the passage, often leading to a Mandela effect). The ritual lasts for one hour, during which time the victim must be immobile and touching the the Horror’s true physical form. J’osh the Vexing makes a Redact History test against the victim’s Social Defence. If successful, all written references to and depictions of the victim on mundane surfaces within 100 miles are removed, leaving only blank spaces. Memories and magic items are unaffected by this ritual.
Spellcasting (31): As the talent, Player’s Guide, p. 168.
Spells (Player’s Guide):
(J’osh the Vexing Son is a Twelfth Circle Illusionist and Tenth Circle Nethermancer) Encrypt (p. 296), Ephemeral Bolt (p. 296), Fun With Doors (p. 297), Send Message (p. 298), True Ephemeral Bolt (p. 298), Unseen Voices (p. 299), Blindness (p. 300), Displace Image (p. 300), Mind Fog (p. 301), Fog of Jeer (p. 302), Nobody Here (p. 303), Clarion Call (p. 304), Stop Right There (p. 306), Illusion (p. 308), Presto! (p. 309), Switch (p. 309), Chosen Path (p. 310), Memory Scribe (p. 311), True Switch (p. 312), Twisted Tongues (p. 314), Vertigo (p. 314), Walk Through (p. 314), Face Lift (p. 315), Form Exchange (p. 315), Other Place (p. 315), Astral Spear (p. 317), Ethereal Darkness (p. 319), Spirit Dart (p. 322), Chilling Circle (p. 323), Shadow’s Whisper (p. 324), Viewpoint (p. 330), Debilitating Gloom (p. 335), Step Through Shadow (p. 336), Shadow Tether (p. 340)
Witty Repartee (31, Free): As the talent, Earthdawn Companion, p. 72.
Special Maneuvers:
Forgotten Magic (J’osh the Vexing Son): J’osh the Vexing Son may spend two additional successes on a test targeting the victim’s Mystic or Social Defense to use Disrupt Magic against them as a Free Action.
Madness Carries (J’osh the Vexing Son, Maddening Voices): J’osh the Vexing Son may spend two additional successes on a Maddening Voices test to make a Horror Mark test against the victim as a Free action.

07 August 2019

Earthdawn 4E: Anatomy of a Knack 01 - Knack List

This is the first 4E Anatomy of a Knack, part of an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

Below is a list of every knack by talent, the rank requirement, relevant restrictions, and where it can be found. Hopefully it isn't too complicated to follow, but the odds are decent it's going to be complicated. I plan to update this with every release and blog entry that contains new knacks.

Acrobatic Defense
  • Acrobatic Recovery (3) [ED4 Comp, p. 77]
  • Deny Terrain (3) [ED4 Comp, p. 78]
  • Control the Tempo (5) [ED4 Comp, p. 78]
  • Acrobatic Strike (6) [ED4 Comp, p. 78]
Air Dance
  • I'm Not Done with You Yet (5) {Windmaster 2, any Discipline 8} [TAJ:MP, p. 214]
  • Speed Freak (8) {Windmaster 5} [TAJ:MP, p. 214]
  • Speed Kills (9) {Windmaster 6} [TAJ:MP, p. 214]
  • Can't Catch Me (10) {Windmaster 7} [TAJ:MP, p. 214]
Air Sailing
  • Air Legs (3) [ED4 Comp, p. 79]
  • Sailing (4) [ED4 Comp, p. 79]
  • Pilot Boat (5) [ED4 Comp, p. 79]
  • Sweeping Current (7) {Air Sailor 7} [TAJ:MP, p. 214]
Air Speaking
  • Wind Dance (4) [TAJ:MP, p. 215]
Animal Bond
  • Perfect Understanding (5) {Cavalier 5} [PGG]
  • Heal Animal Companion (7) [ED4 Comp, p. 79]
Animal Training
  • Animal Handling (4) [ED4 Comp, p. 79]
Anticipate Blow
  • Anticipate Spell (5) [ED4 Comp, p. 80]
  • Take the Hit (6) {Warrior 5, Swordmaster 6, Scout 8} [ED4 Comp, p. 81]
  • Anticipate Movement (7) [ED4 Comp, p. 80]
  • Foresee Aggression (7) [ED4 Comp, p. 80]
  • Aerial Ace (10, Air Dance 5) {Windmaster 7} [TAJ:MP, p. XX]
Applied Knowledge
  • Lector (6) {Scholar 5} [TAJ:MP, p. XX]
Arcane Mutterings
  • Jinx (5) [ED4 Comp, p. 81]
  • Arcane Curses (7) [ED4 Comp, p. 81]
Astral Interference
  • Mobile Interference (6) [ED4 Comp, p. 82]
  • Push Against the Horror (7) {Nethermancer 7, Horror Stalker 5} [ED4 Comp, p. 82]
Avowed
  • Bound to the Forest (1) [Va., p. XX]
  • Beast's Eagerness, The (2, Vow of the Beast 5) [Vas., p. XX]
  • Dark's Revenge, The (2, Vow of the Dark 5) [Vas., p. XX]
  • Sleeper's Shelter, The (2, Vow of the Sleeper 5) [Vas., p. XX]
  • Vow Incarnate (3) [Vas., p. XX]
  • Beast's Glee, The (4, Vow of the Beast 8) [Vas., p. XX]
  • Dark's Punishment, The (4, Vow of the Dark 8) [Vas., p. XX]
  • Sleeper's Protection, The (4, Vow of the Sleeper 8) [Vas., p. XX]
  • Deep Yearning (5) [Vas., p. XX]
Avoid Blow
  • Arrow Cutting (5) {Melee Weapons 5, Unarmed Combat 5} [ED4 Comp, p. 82]
  • Roll With the Punches (6) [ED4 Comp, p. 82]
  • Redirect Attack (8) [ED4 Comp, p. 83]
Awareness
  • Lip Reading (3) [ED4 Comp, p. 83]
  • Eavesdrop (6) {Messenger 3, Scout 6, Thief 6} [TAJ:MP, p. 216]
  • Voices Carry (8) {Messenger 5, Scout 6, Thief 6} [TAJ:MP, p. 216]
  • Clear View (9) {Messenger 7, Scout 9, Thief 9} [TAJ:MP, p. 216]
Banish
  • Expel Horror (9) {Horror Stalker 9, Nethermancer 12} [TAJ:MP, p. 216]
Battle Bellow
  • Intimidating Bellow (5) [ED4 Comp, p. 83]
Battle Cry
  • Cry Havoc (6) [PGG]
Battle Shout
  • Ka'tosh's Challenge (5, Rite of Kho'pesh) {Outcast 1} [TAJ:MP, p. 217]
  • Destructive Shout (6) [ED4 Comp, p. 84]
  • Flames of Battle (6, Fires of Gahad 4) {Fire Eater 2} [TAJ:MP, p. 217]
  • Defiant Shout (7) [ED4 Comp, p. 84]
  • Scorching Breath (9, Fires of Gahad 7) {Fire Eater 5} [TAJ:MP, p. 217]
Bear Mark
  • Bear Corruption (3) {Horror Stalker 3} [TAJ:MP, p. 218]
  • Bitter Taste (4) {Horror Stalker 4} [TAJ:MP, p. 218]
  • Trace Horror (5) {Horror Stalker 5} [TAJ:MP, p. 219]
  • Debilitating Harvest (7, Bitter Taste) {Horror Stalker 7} [TAJ:MP, p. 218]
  • Poisoned Harvest (9, Bitter Taste, Debilitating Harvest) {Horror Stalker 9} [TAJ:MP, p. 219]
Blade Juggle
  • Encore (5) [PGG]
  • Shadow Juggle (6) [PGG]
  • Split Revenge (8) [PGG]
Book Memory
  • Remember Conversation (3) [ED4 Comp, p. 84]
  • Photographic Memory (4) [ED4 Comp, p. 84]
  • Font of Knowledge (5, Expansive Expertise 3) {Scholar 2} [TAJ:MP, p. 219]
  • Transcribe Document (5) {Messenger 1} [TAJ:MP, p. 219]
Borrow Sense
  • One Eye Open (4) [ED4 Comp, p. 85]
  • Other Sense (8) [ED4 Comp, p. 85]
Brother of Stone
  • Stability of Stone (1) [TAJ:MP, p. 221]
  • Earth Cloak (2) [TAJ:MP, p. 220]
  • Earth Sense (3) [TAJ:MP, p. 220]
  • Resilience of Stone (4) [TAJ:MP, p. 221]
  • Earth Brother (5) [TAJ:MP, p. 220]
  • Force of Stone (6) [TAJ:MP, p. 221]
  • Earth Elemental Affinity (7) [TAJ:MP, p. 220]
  • Stone Flesh (9) [TAJ:MP, p. 221]
Burning Vigor
  • Burning Strength (5, Fires of Gahad 3) {Fire Eater 1} [TAJ:MP, p. 221]
Call Animal Companion
  • Beast Summons (5) [ED4 Comp, p. 85]
  • Empathic Command (8) [ED4 Comp, p. 86]
Call Missile
  • Call Any Missile (6) [ED4 Comp, p. 86]
Call of Harrow
  • Mold Baggi (3) [TAJ:MP, p. 223]
  • Never Deceived (3) [TAJ:MP, p. 224]
  • Dispersing Strike (4) [TAJ:MP, p. 222]
  • Pattern Recognition (4) [TAJ:MP, p. 224]
  • Beautiful Assault (5) [TAJ:MP, p. 222]
  • Exploit Corruption (5) {Horror Stalker 5} [TAJ:MP, p. 223]
  • All Tied Up (6) [TAJ:MP, p. 222]
  • Lance Bloatform (6) [TAJ:MP, p. 223]
  • Trap Horror (7) [TAJ:MP, p. 224]
Ch'tard Dance
  • Ch'tard Strike (1, Unarmed Combat 5) [TAJ:MP, p. 225]
  • Ch'tard Heel Turn (5, Unarmed Combat 5) [TAJ:MP, p. 224]
  • Ch'tard Sting (7) [TAJ:MP, p. 225]
  • Double Cut (9, Unarmed Combat 9) {Tail Dancer 9} [TAJ:MP, p. 225]
Charge (Cavalry Charge)
  • Beast Rider (5, Claw Shape 5) {Beastmaster 5} [PGG]
  • Overrun (7) [ED4 Comp, p. 86]
Claw Shape
  • Claw Tool (5) [ED4 Comp, p. 86]
  • Savage Limbs (5) [ED4 Comp, p. 87]
  • Wrecking Claws (6) [ED4 Comp, p. 87]
Climbing
  • Swinging Move (3) [ED4 Comp, p. 88]
  • Race Through the Canopy (7) {Woodsman 5, any Discipline 9} [TAJ:MP, p. 225]
  • Light as a Leaf (8, Race Through the Canopy) {Woodsman 6, any Discipline 10} [TAJ:MP, p. 225]
  • Spider Climb (8) [ED4 Comp, p. 88]
Cold Purify
  • Cleansing Chill (5) {Purifier 2, any Discipline 8} [TAJ:MP, p. 226]
  • Counteract (2) {Child of the Phoenix 1, any Discipline 7} [PGG]
  • Halt Disease (6) [ED4 Comp, p. 88]
  • Mending Frost (9) {Purifier 5} [TAJ:MP, p. 226]
  • Purge Pattern (9, Lifesight 9) {Child of the Phoenix 5, any Discipline 10} [PGG]
Conceal Object
  • One with the Message (10) {Messenger 9} [TAJ:MP, p. 227]
Conversation
  • Getting to Know You (7) [ED4 Comp, p. 88]
Danger Sense
  • Detect Weapon (3) [ED4 Comp, p. 89]
  • Detect Poison (7) [ED4 Comp, p. 89]
  • Whispers of the Forest (7) {Avowed 5} [Vas., p. XX]
Deliberate Assault
  • Deliberate Spellcasting (5) {Brother of Stone 1} [TAJ:MP, p. 227]
Develop Spirit
  • Smarter Than the Average Bear Spirit (3, Spirit Mount 3, Bind Spirit) {Spirit Rider 3} [PGG] [PGG]
Diplomacy
  • Poisoned Influence (7) [ED4 Comp, p. 90]
  • Assess Intentions (8) [ED4 Comp, p. 89]
Disarm
  • I'll Take That (6) [ED4 Comp, p. 90]
Disguise Self
  • Ideal Appearance (8) [ED4 Comp, p. 90]
Dispel Magic
  • Dispel Horror Power (7) {Horror Stalker 7, Nethermancer 9} [TAJ:MP, p. 227]
Distract
  • Infuriate (5) {Windmaster 2} [TAJ:MP, p. 228]
  • Buzz (6) {Windmaster 3} [TAJ:MP, p. 228]
  • Incite (6) {Windmaster 3} [TAJ:MP, p. 228]
  • Mosquito Bite (9) {Windmaster 6} [TAJ:MP, p. 229]
  • Aggravating Assault (10) {Windmaster 7} [TAJ:MP, p. 228]
Dive Attack
  • Bluffing Dive (5) [TAJ:MP, p. 229]
  • Fearsome Dive (8) {Windmaster 8} [TAJ:MP, p. 229]
Dominate Beast
  • Tame Animal (8) [ED4 Comp, p. 91]
Earth Bond
  • Earth Slumber (5) {Brother of Stone 2} [TAJ:MP, p. 230]
  • Empower Purify (5, Patterncraft 5) [TAJ:MP, p. 231]
  • Wild Growth (5) {Purifier 2} [TAJ:MP, p. 232]
  • Earth's Bounty (6, Wild Growth) {Purifier 3} [TAJ:MP, p. 231]
  • Earth Mending (6, Earth Slumber) {Brother of Stone 3} [TAJ:MP, p. 230]
  • Shared Bond, Shared Blood (7) {Brother of Stone 4, Purifier 4} [TAJ:MP, p. 231]
  • Earth's Avenger (8) {Brother of Stone 6, Purifier 5} [TAJ:MP, p. 231]
  • Connect with Earth's Pattern (9) {Brother of Stone 5, Purifier 2} [TAJ:MP, p. 230]
Earth Skin
  • Stillness of Stone (5) {Brother of Stone 1} [TAJ:MP, p. 233]
  • Earth Armor (7) {Brother of Stone 4} [TAJ:MP, p. 233]
Earth Walk
  • Earth Awareness (6) {Brother of Stone 6} [TAJ:MP, p. 233]
  • Earth Dash (7) {Brother of Stone 7} [TAJ:MP, p. 233]
  • Stone Walk (8) {Brother of Stone 8} [TAJ:MP, p. 234]
  • Earth Excursion (9) {Brother of Stone 9} [TAJ:MP, p. 233]
  • Tremorsense (9, Stone Walk) {Brother of Stone 9} [TAJ:MP, p. 234]
  • Travel Through the Earth (10) {Brother of Stone 10} [TAJ:MP, p. 234]
Edo Dance
  • Edo Feather Step (1, Unarmed Combat 5) [TAJ:MP, p. 234]
  • Edo Trip (5, Unarmed Combat 5) [TAJ:MP, p. 235]
  • Slow Dance (6, Unarmed Combat 4) {Tail Dancer 4} [TAJ:MP, p. 236]
  • Leading the Dance (7) {Tail Dancer 7} [TAJ:MP, p. 235]
  • Prehensile Tail (7) [TAJ:MP, p. 235]
  • Quick Step (9, Unarmed Combat 7) {Tail Dancer 7} [TAJ:MP, p. 236]
Emotion Song
  • Telling the Tale (1) [ED4 Comp, p. 91]
  • Accompaniment (6) [ED4 Comp, p. 91]
  • Inflame Passion (6, Fires of Gahad 4) {Fire Eater 2} [TAJ:MP, p. 236]
Empathic Sense
  • Slavery's Mark (5) {Liberator 2} [TAJ:MP, p. 238]
  • Captivity's Mark (6) {Liberator 3} [TAJ:MP, p. 236]
  • Sense Allegiance (7) {Liberator 4} [TAJ:MP, p. 237]
  • Sense Passion (7) [TAJ:MP, p. 237]
  • Sense Manipulation (8) {Liberator 5} [TAJ:MP, p. 237]
  • Set Aside Your Bias (8) {Liberator 6} [TAJ:MP, p. 238]
Engaging Banter
  • Bribery (5) [ED4 Comp, p. 92]
Engaging Dance
  • Take the Lead (5) [TAJ:MP, p. 239]
Enhance Animal Companion
  • Augment Ally's Form (5) {Beastmaster 5, Cavalryman 5, Shaman 5} [ED4 Comp, p. 92]
  • Mold Ally's Form (9) {Beastmaster 9, Cavalryman 9, Shaman 9} [ED4 Comp, p. 93]
  • Sculpt Ally's Form (13) {Beastmaster 13, Cavalryman 13, Shaman 13} [ED4 Comp, p. 93]
Enhance Bound Spirit
  • Amplify Bound Spirit's Form (5, Bind Spirit) {Spirit Rider 5} [PGG]
  • Boost Bound Spirit's Form (9, Bind Spirit) {Spirit Rider 9} [PGG]
  • Heighten Bound Spirit's Form (13, Bind Spirit) {Spirit Rider 13} [PGG]
Etiquette
  • Courtesy Lessons (6) {Messenger 3, Troubadour 6} [TAJ:MP, p. 239]
  • Well Connected (8) {Messenger 5, Air Sailor 7} [TAJ:MP, p. 240]
  • Improvised Alibi (9) {Messenger 6} [TAJ:MP, p. 240]
  • Group Alibi (10) {Messenger 8} [TAJ:MP, p. 240]
Evidence Analysis
  • Astral Survey (6) [ED4 Comp p. 93]
  • Cold Case (7) [ED4 Comp p. 93]
  • Investigative Expertise (7, Expansive Expertise 6) {Scholar 5} [TAJ:MP, p. 241]
  • Peer Review (7) {Scholar 5} [TAJ:MP, p. 241]
Fire Eater
  • Restrain Gahad (1) [TAJ:MP, p. 242]
  • Control Gahad (2) [TAJ:MP, p. 242]
  • Harness Gahad (3) [TAJ:MP, p. 242]
  • Communal Gahad (4) [TAJ:MP, p. 242]
  • Harmony with Gahad (5) [TAJ:MP, p. 242]
Fireblood
  • Burning Intimidation (5) {Fire Eater 1, Outcast 1, Sky Raider 6} [TAJ:MP, p. 242]
  • Heart Burn (6, Fires of Gahad 4) {Fire Eater 2} [TAJ:MP, p. 243]
Fires of Gahad
  • Stoking the Flames (1) {Fire Eater 1} [TAJ:MP, p. 245]
  • Towering Inferno (3) {Fire Eater 1} [TAJ:MP, p. 245]
  • Slow Burn (6) {Fire Eater 2} [TAJ:MP, p. 244]
  • Sense Passion (7) [TAJ:MP, p. 237]
  • Blazing Gahad (8) {Fire Eater 4} [TAJ:MP, p. 243]
  • Burning for You (8) {Fire Eater 4} [TAJ:MP, p. 244]
  • Share Gahad (8) {Fire Eater 4} [TAJ:MP, p. 244]
  • I'm Always Angry (10) {Fire Eater 5} [TAJ:MP, p. 244]
First Impression
  • Grand Entrance (7) [ED4 Comp, p. 94]
Forest Sense
  • Forest's Grasp, The (9) [TAJ:MP, p. 246]
  • Foliage Harassment (10) {Woodsman 10} [TAJ:MP, p. 246]
  • Forest is My Sense, The (10) {Woodsman 10} [TAJ:MP, p. 245]
Forge Armor
  • Efficient Armor Forging (5) [ED4 Comp, p. 94]
  • Rapid Armor Forging (6) [ED4 Comp, p. 94]
Forge Weapon
  • Efficient Weapon Forging (5) [ED4 Comp, p. 94]
  • Rapid Weapon Forging (6) [ED4 Comp, p. 95]
Gaze into the Abyss
  • Abyss Gazes Back (6) {Horror Stalker 6} [TAJ:MP, p. 246]
Great Leap
  • Vault Opponent (6) [ED4 Comp, p. 95]
  • Pounce (7) [ED4 Comp, p. 95]
Haggle
  • Evaluate (1) [ED4 Comp, p. 95]
Heartening Laugh
  • Warming Laughter (5, Fires of Gahad 3) {Fire Eater 1} [TAJ:MP, p. 247]
  • Shared Anger (7, Fires of Gahad 5) {Fire Eater 3} [TAJ:MP, p. 246]
Horror Stalker
  • Hunter Hunted (1) [TAJ:MP, p. 247]
  • Mold Baggi (3) [TAJ:MP, p. 223]
  • Never Deceived (3) [TAJ:MP, p. 224]
  • Strike the Darkness (3) [TAJ:MP, p. 248]
  • Dispersing Strike (4) [TAJ:MP, p. 222]
  • Pattern Recognition (4) [TAJ:MP, p. 224]
  • Beautiful Assault (5) [TAJ:MP, p. 222]
  • Defend Against the Darkness (5) [TAJ:MP, p. 247]
  • Their Weakness is My Strength (5) [TAJ:MP, p. 249]
  • All Tied Up (6) [TAJ:MP, p. 222]
  • Knowledge is Power (6) [TAJ:MP, p. 248]
  • Lance Bloatform (6) [TAJ:MP, p. 248]
  • Stab at the Spawn (7) [TAJ:MP, p. 248]
Impressive Display
  • Intimidating Display (5) [PGG]
  • Fiery Display (5, Fires of Gahad 3) {Fire Eater 1} [TAJ:MP, p. 249]
  • Inspiring Display (5) [PGG]
Iron Constitution
  • Altitude Inclined (5) {Outcast 2, any Discipline 7} [TAJ:MP, p. 249]
  • Exposure Resistance (5) {Outcast 1} [TAJ:MP, p. 250]
  • Unflagging Endurance (5) [TAJ:MP, p. 250]
  • Tireless Spirit (6, Unflagging Endurance) {Outcast 3} [TAJ:MP, p. 250]
  • Iron Perseverance (7) {Outcast 4, any Discipline 9} [TAJ:MP, p. 250]
  • Lingering Venom (7, Vow of the Dark 7) {Avowed 3} [Vas., p. XX]
  • Iron Fortitude (8, Iron Perseverance) {Outcast 5, any Discipline 10} [TAJ:MP, p. 250]
  • Energy Reserves (9) {Outcast 5, any Discipline 11} [TAJ:MP, p. 249]
Item History
  • Historian (6) {Scholar 2, any Discipline 8} [TAJ:MP, p. 251]
  • Psychometry (6) [ED4 Comp, p, 96]
  • Touching the Past (8) [ED4 Comp, p. 96]
Journeyman
  • Applied Versatility (1) [TAJ:MP, p. 251]
  • Practiced Versatility (3, Versatility 8) [TAJ:MP, p. 251]
  • Skilled Versatility (5, Versatility 10) [TAJ:MP, p. 251]
Leadership
  • It Starts with a Spark (8) {Liberator 6} [TAJ:MP, p. 252]
  • Free Mind (9) {Liberator 8} [TAJ:MP, p. 251]
Liberator
  • Inquisition of Tyrants (1) [TAJ:MP, p. 252]
  • Freedom Crusade (2) [TAJ:MP, p. 252]
  • Sowing Dissent (3) [TAJ:MP, p. 253]
  • Blending In (4) [TAJ:MP, p. 252]
  • Insurgency (5) [TAJ:MP, p. 253]
  • Liberator's Reprisal (7) [TAJ:MP, p. 253]
  • Liberator's Vengeance (9) [TAJ:MP, p. 253]
Lifesight
  • Lay of the Land (5) {Purifier 1, any Discipline 7} [TAJ:MP, p. 253]
  • Dreadsight (7) {Horror Stalker 5, Nethermancer 8} [TAJ:MP, p. 253]
  • Assess Living Pattern (8, Cold Purify 8) {Child of the Phoenix 4, any Discipline 10} [PGG]
  • Mystic Surgery (9, Cold Purify 9, Assess Living Pattern) {Child of the Phoenix 5, any Discipline 11} [PGG]
Lion Heart
  • Fuel My Fire (8, Fires of Gahad 6) {Fire Eater 4} [TAJ:MP, p. 255]
  • Outcast Stoicism (8) {Outcast 4} [TAJ:MP, p. 255]
  • Crewmate's Courage (9) {Air Sailor 9} [TAJ:MP, p. 254]
  • Blazing Glory (10, Fires of Gahad 8) {Fire Eater 5} [TAJ:MP, p. 254]
Lock Picking
  • Shackle Shrug (3) [ED4 Comp, p. 96]
  • False Shackles (6) {Liberator 4, any Discipline 8} [TAJ:MP, p. 255]
  • Unchained Gang (7, Shackle Shrug) {Liberator 6, any Discipline 11} [TAJ:MP, p. 256]
  • Hidden Uprising (8, False Shackles) {Liberator 7, any Discipline 12} [TAJ:MP, p. 256]
Long Shot
  • Extend Range (5) [ED4 Comp, p. 97]
Maneuver
  • Aggressive Maneuver (5) [ED4 Comp, p. 97]
  • Patient Maneuver (5) [ED4 Comp, p. 98]
  • Slippery Little Devil (5) {Windmaster 1} [TAJ:MP, p. 256]
  • Hamstring (6) [ED4 Comp, p. 98]
  • Aerial Maneuver (7, Air Dance 5) {Windmaster 4} [TAJ:MP, p. 256]
  • Feint (7) [ED4 Comp, p. 98]
  • Setup (8) [ED4 Comp, p. 98]
  • Wind Dodge (10) {Windmaster 7} [TAJ:MP, p. 257]
Melee Weapons
  • Baiting Strike (2) [PGG]
  • Improvised Weapon (4) [ED4 Comp, p. 99]
  • Tail Weapon (4) [ED4 Comp, p. 100]
  • Give Ground (6) [ED4 Comp, p. 100]
  • Harrying Attack (6) [ED4 Comp, p. 100]
  • Swing Attack (6) [ED4 Comp, p. 100]
  • Deflect Blow (7) [ED4 Comp, p. 99]
  • Overpower (7) [ED4 Comp, p. 101]
  • Mind Blade (8) [ED4 Comp, p. 99]
  • Wind Slash (10) {Windmaster 8, any Discipline 12} [TAJ:MP, p. 257]
Messenger
  • Messenger's Duty (1) [TAJ:MP, p. 258]
  • Messenger's Vow (1) [TAJ:MP, p. 258]
  • Making the Rounds (2) [TAJ:MP, p. 258]
  • Faceless Messenger (3) [TAJ:MP, p. 257]
  • Messenger's Endurance (4) [TAJ:MP, p. 258]
  • Bland Pleasantries (5) [TAJ:MP, p. 257]
  • Messenger's Perseverance (6) [TAJ:MP, p. 258]
  • See the Message (7) [TAJ:MP, p. 259]
  • Messenger's Encouragement (8, Messenger's Perseverance) [TAJ:MP, p. 258]
Missile Weapons
  • Baiting Strike (2) [PGG]
  • Point-Blank Shot (3) [ED4 Comp, p. 101]
  • Flare (7) [ED4 Comp, p. 101]
  • Wind Bow (8) [ED4 Comp, p. 101]
Momentum Attack
  • Ride-By Momentum (9) {Cavalier 9, Spirit Rider 9} [PGG]
Morphism
  • Adaptive Form (4) {Journeyman 5} [TAJ:MP, p. 259]
  • Versatile Form (5) {Journeyman 5} [TAJ:MP, p. 261]
  • Quick Shift (6) {Journeyman 5} [TAJ:MP, p. 260]
  • Divergent Form (7, Adaptive Form) {Journeyman 5} [TAJ:MP, p. 260]
  • Metamorphosis (10, Divergent Form) {Journeyman 5} [TAJ:MP, p. 260]
Mount Attack
  • It's a Biter (5) [PGG]
Mystic Aim
  • Missile Path (7) {Woodsman 4} [TAJ:MP, p. 261]
  • Precise Shot (7) [ED4 Comp, p. 102]
Mystic Pursuit
  • Dark Connection (5, Vow of the Dark 5) {Avowed 2} [Vas., p. XX]
  • Connected by Vengeance (6, Service in Scars) {Avowed 3} [Vas., p. XX]
  • Trail Blaze (7, Fires of Gahad 5) {Fire Eater 3} [TAJ:MP, p. 261]
Navigation
  • Mapmaking (2) [ED4 Comp, p. 102]
  • Navigate Through the Earth (5) {Brother of Stone 1} [TAJ:MP, p. 262]
  • Read River (5) [ED4 Comp, p. 102]
Orbiting Spy
  • Horror Seeker (6) {Horror Stalker 6} [TAJ:MP, p. 262]
  • Orbiting Watcher (10) {Messenger 7, any Discipline 12} [TAJ:MP, p. 262]
Outcast
  • Unbent Outcast (1) [TAJ:MP, p. 263]
  • Unyielding Outcast (2) [TAJ:MP, p. 263]
  • Outcast's Honor (3, Rite of Kho'pesh 5) [TAJ:MP, p. 263]
  • Relentless Outcast (4) [TAJ:MP, p. 263]
  • Outcast's Honor (5) [TAJ:MP, p. 263]
Patterncraft
  • Spell Package (2) [PGG]
  • Craft Blood Charm (5) {Nethermancer 5} [ED4 Comp, p. 116]
  • Craft Common Magic Item (5) {Elementalist 4, Wizard 5} [ED4 Comp, p. 116]
  • Craft Rune Tattoo (5) {Nethermancer 5, Shaman 5} [Vas., p. XX]
  • Craft True Pattern (5) {Any Discipline 5} [ED4 Comp, p. 116]
  • Handle Elements (5) {Elementalist 4} [ED4 Comp, p. 117]
  • Incorporate Glyph (5) {Any Discipline 5} [ED4 Comp, p. 117]
  • Learn Improved Spells (5) [TAJ:MP, p. 263]
  • Incorporate Bound Spirit (6) {Elementalist 6, Nethermancer 5} [ED4 Comp, p. 117]
  • Brother of Stone Spells (7) {Brother of Stone 4} [TAJ:MP, p. 263]
  • Liberator Spells (7) {Liberator 4} [TAJ:MP, p. 264]
  • Messenger Spells (7) {Messenger 4} [TAJ:MP, p. 265]
  • Purifier Spells (7) {Purifier 4} [TAJ:MP, p. 265]
  • Scholar Spells (7) {Scholar 4} [TAJ:MP, p. 265]
  • Woodsman Spells (7) {Woodsman 4} [TAJ:MP, p. 266]
  • Design Enchanting Pattern (8) [ED4 Comp p. 117]
  • Improvised Pattern (8) [ED4, Comp p. 102]
  • Channel Fire (9, Fires of Gahad 7) {Fire Eater 5} [TAJ:MP, p. 263]
Picking Pockets
  • Streetwise (4) [ED4 Comp, p. 103]
Pilot Boat
  • River Legs (3) [TAJ:MP, p. 266]
  • Sailing (4) [ED4 Comp, p. 79]
  • Air Sailing (5) [TAJ:MP, p. 266]
  • Sweeping Current (7) {Air Sailor 7} [TAJ:MP, p. 214]
Purification
  • Purifying Touch (5) [TAJ:MP, p. 267]
  • Focused Purification (9) {Purifier 5} [TAJ:MP, p. 267]
Purifier
  • Purifier's Touch (1) [TAJ:MP, p. 268]
  • Purifier's Auspices (2, Purifier's Touch) [TAJ:MP, p. 267]
  • Purifier's Vengeance (3) [TAJ:MP, p. 268]
  • Purifier's Retaliation (4, Purifier's Vengeance) [TAJ:MP, p. 268]
  • Tear Out the Root (5, Earth's Retaliation) [TAJ:MP, p. 268]
Read and Write Language
  • Cryptic Cipher (5) {Messenger 1, any Discipline 7} [TAJ:MP, p. 268]
  • Empower Encrypt (5, Patterncraft 5, Veiled Cipher) {Messenger 1} [TAJ:MP, p. 268]
  • Veiled Cipher (5) {Messenger 2} [TAJ:MP, p. 270]
  • Hidden Message (6) {Messenger 3} [TAJ:MP, p. 270]
  • Decipher Message (7, Cryptic Message, Hidden Message, Veiled Message) {Messenger 4} [TAJ:MP, p. 268]
  • Unbreakable Cipher (8, Cryptic Cipher) {Messenger 5} [TAJ:MP, p. 270]
  • Evocative Message (9) {Messenger 5} [TAJ:MP, p. 269]
  • Undetectable Cipher (9, Hidden Message, Veiled Cipher) {Messenger 6} [TAJ:MP, p. 270]
Read River
  • Navigation (5) [TAJ:MP, p. 271]
Research
  • Consult with Colleagues (5) {Scholar 1, any Discipline 7} [TAJ:MP, p. 271]
  • Librarian (5) {Scholar 1, any Discipline 7} [TAJ:MP, p. 272]
  • Research Expertise (6, Expansive Expertise 4) {Scholar 2} [TAJ:MP, p. 272]
Resist Taunt
  • Make Concession (6) [ED4 Comp, p. 103]
Riposte
  • Claw Riposte (5) [ED4 Comp, p. 103]
Rite of Kho'pesh
  • Ka'tosh's Rebuke (6) {Outcast 2} [TAJ:MP, p. 272]
  • Embody Ka'tosh (7) {Outcast 3} [TAJ:MP, p. 272]
  • What Ka'tosh Demands (8) {Outcast 4} [TAJ:MP, p. 273]
  • Embracing Ka'tosh (9) {Outcast 5} [TAJ:MP, p. 272]
  • Tenacity of Ka'tosh (10) {Outcast 5} [TAJ:MP, p. 273]
Sailing
  • Sea Legs (3) [TAJ:MP, p. 273]
  • Air Sailing (5) [TAJ:MP, p. 266]
  • Pilot Boat (5) [ED4 Comp, p. 79]
  • Sweeping Current (7) {Air Sailor 7} [TAJ:MP, p. 214]
Scholar
  • Critical Thinking (2, Expansive Expertise 5) [TAJ:MP, p. 274]
  • Mnemonics Master (3) [TAJ:MP, p. 274]
  • Sage's Insight (4) [TAJ:MP, p. 274]
  • Practical Learning (5) [TAJ:MP, p. 274]
Second Attack
  • Ride-By Attack (10) {Cavalier 13, Spirit Rider 13} [PGG] [PGG]
Second Weapon
  • Cast Net (5) [TAJ:MP, p. 274]
  • Tail Attack (5) {Tail Dancer 2} [TAJ:MP, p. 275]
  • Dragging Parry (8, Cast Net) [TAJ:MP, p. 275]
  • Entangling Cloak (9, Cast Net) [TAJ:MP, p. 275]
Sense Captive
  • Sense Chattel (5) {Liberator 2} [TAJ:MP, p. 276]
  • Slavery's Mark (5) {Liberator 2} [TAJ:MP, p. 238]
  • Captivity's Mark (6) {Liberator 3} [TAJ:MP, p. 236]
  • Sense Allegiance (7) {Liberator 4} [TAJ:MP, p. 237]
  • Sense Manipulation (8) {Liberator 5} [TAJ:MP, p. 237]
Sense Horrorspawn
  • Sense Corruption (5) {Horror Stalker 5} [TAJ:MP, p. 276]
Shield Bash
  • Shield Drive (6) [ED4 Comp, p. 103]
Shivoavara Dance
  • Shivoavara Swiftness (1, Unarmed Combat 5) [TAJ:MP, p. 277]
  • Dancing in the Dark (5, Unarmed Combat 5) [TAJ:MP, p. 277]
  • Shivoavara Spring (5, Unarmed Combat 5) [TAJ:MP, p. 277]
  • Shivoavara Strike (6, Unarmed Combat 6) {Tail Dancer 6} [TAJ:MP, p. 277]
  • Elusive Dancer (7, Unarmed Combat 7) {Tail Dancer 7} [TAJ:MP, p. 277]
Skora Dance
  • Skora Defense (1, Unarmed Combat 5) [TAJ:MP, p. 278]
  • Skora Parry (5, Unarmed Combat 5) [TAJ:MP, p. 278]
  • Steel Dance (6, Unarmed Combat 6) {Tail Dancer 6} [TAJ:MP, p. 279]
  • Skora Slide (7, Unarmed Combat 6) {Tail Dancer 6} [TAJ:MP, p. 279]
  • Elusive Dancer (7, Unarmed Combat 7) {Tail Dancer 7} [TAJ:MP, p. 278]
  • Iron Tail (7, Unarmed Combat 7) {Tail Dancer 7} [TAJ:MP, p. 278]
  • Cutting In (8, Unarmed Combat 8) {Tail Dancer 8} [TAJ:MP, p. 278]
Skora Slam
  • Skora Stagger (5, Unarmed Combat 5) [TAJ:MP, p. 279]
  • Tail Sweep (9, Unarmed Combat 9) {Tail Dancer 9} [TAJ:MP, p. 279]
Slough Blame
  • Forgery (6) [ED4 Comp, p. 104]
Speak Language
  • Doublespeak (7) {Messenger 5} [TAJ:MP, p. 279]
  • Doublethink (8, Doublespeak) {Messenger 6} [TAJ:MP, p. 280]
Spellcasting
  • Acid Splash (2) {Elementalist 2} [ED4 Comp, p. 105]
  • Arcane Accuracy (2) {Wizard 2} [ED4 Comp, p. 104]
  • Astral Strain (2) {Nethermancer 2} [ED4 Comp, p. 105]
  • Astral Ward (2) {Wizard 2} [ED4 Comp, p. 105]
  • Befuddle (2) {Illusionist 2} [ED4 Comp, p. 106]
  • Courage (2) {Illusionist 2} [ED4 Comp, p. 106]
  • Fortify Armor (2) {Elementalist 2} [ED4 Comp, p. 107]
  • Pack Strike (2) {Shaman 2} [TAJ:MP, p. 281]
  • Unsettle (2) {Nethermancer 2} [ED4 Comp, p. 109]
  • Wriggle (2) {Shaman 2} [TAJ:MP, p. 281]
  • Arcane Edge (3) {Wizard 3} [ED4 Comp, p. 105]
  • Bleed (3) {Nethermancer 3} [ED4 Comp, p. 106]
  • Burst of Speed (3) {Elementalist 3} [ED4 Comp, p. 106]
  • Lick Wounds (3) {Shaman 3} [TAJ:MP, p. 280]
  • Stutter (3) {Illusionist 3} [ED4 Comp, p. 109]
  • Deflection (4) {Wizard 4} [ED4 Comp, p. 107]
  • Doubt (4) {Illusionist 4} [ED4 Comp, p. 107]
  • Pack Cover (4) {Shaman 4} [TAJ:MP p. 281]
  • Pattern Stress (4) {Nethermancer 4} [ED4 Comp, p. 108]
  • Soothe Venom (4) {Elementalist 4} [ED4 Comp, p. 108]
  • Fluster (5) {Illusionist 5} [ED4 Comp, p. 107]
  • Fortify Pattern (5) {Wizard 5} [ED4 Comp, p. 108]
  • Grasping Vines (5) {Elementalist 5} [ED4 Comp, p. 108]
  • Sprain (5) {Nethermancer 5} [ED4 Comp, p. 108]
  • Sure-Footed (5) {Shaman 5} [TAJ:MP, p. 281]
  • Fire Attunement (8, Fires of Gahad 6) {Fire Eater 4} [TAJ:MP, p. 280]
Spirit Mount
  • Bind Spirit (1) {Spirit Rider 1} [PGG] [PGG]
  • Severed Chains (5, Bind Spirit) {Spirit Rider 5} [PGG]
  • Spirit Team (9) {Messenger 6, any Discipline 11} [TAJ:MP, p. 282]
Spirit Talk
  • Horror Tongue (5) {Horror Stalker 5} [TAJ:MP, p. 282]
Stealthy Stride
  • Subtle Casting (6) [ED4 Comp, p. 110]
  • Astral Stealth (7) [ED4 Comp, p. 110]
  • Bland Cloak (7, Bland Stride) {Messenger 4} [TAJ:MP, p. 282]
  • Bland Stride (5) {Messenger 1} [TAJ:MP, p. 283]
  • Hidden Allies (8) {Woodsman 1, Scout 5} [TAJ:MP, p. 283]
  • Ambush Tactics (8, Hidden Allies) {Woodsman 5, Scout 8} [TAJ:MP, p. 282]
  • Traceless Stride (8) [ED4 Comp, p. 110]
Steel Thought
  • Absorb Spell (6) [ED4 Comp, p. 110]
  • Harden Heart (7) {Outcast 3} [TAJ:MP, p. 283]
Summon
  • Binding Secrets (6) [TAJ:MP, p. 284]
Surprise Strike
  • Dirty Fighting (7) [ED4 Comp, p. 111]
Swift Kick
  • Quick Tail (5) {Tail Dancer 1} [TAJ:MP, p. 284]
Swimming
  • Deep Diver (5) [TAJ:MP, p. 284]
  • Improved Gills (9, Deep Diver) {T'skrang} [TAJ:MP, p. 284]
Tactics
  • Opening (8) [ED4 Comp, p. 111]
Tail Dance
  • Unfettered Dance (1, Unarmed Combat 5) [TAJ:MP, p. 286]
  • Balanced Dance (3, Unarmed Combat 5) {Tail Dancer 3} [TAJ:MP, p. 285]
  • Set the Tempo (5, Unarmed Combat 5) {Tail Dancer 5} [TAJ:MP, p. 285]
  • Clear the Floor (7, Unarmed Combat 7) {Tail Dancer 7} [TAJ:MP, p. 285]
Tail Dancer
  • Tail Defense (1) {T'skrang} [TAJ:MP, p. 287]
  • River Dance (2) [TAJ:MP, p. 286]
  • Tail Rush (4) [TAJ:MP, p. 287]
  • Ch'tard Pierce (6, Ch'tard Dance 5) [TAJ:MP, p. 286]
  • Edo Flick (6, Edo Dance 5) [TAJ:MP, p. 286]
  • Shivoavara Advance (6, Shivoavara Dance 5) [TAJ:MP, p. 286]
  • Skora Twist (6, Skora Dance 5) [TAJ:MP, p. 287]
  • Course of the River (8) [TAJ:MP, p. 286]
Taunt
  • Infuriate (5) {Windmaster 2} [TAJ:MP, p. 228]
  • Incite (6) {Windmaster 3} [TAJ:MP, p. 228]
Temper Flesh
  • Temper Spirit (8) {Outcast 4, any Discipline 10} [TAJ:MP, p. 287]
Thread Weaving
  • Tail Defense (1) {T'skrang} [TAJ:MP, p. 287]
  • Detect True Element (4) <Elementalism, Scout Weaving, Thread Smithing> [ED4 Comp, p. 111]
  • Streetwise (4) {Messenger 5} [ED4 Comp, p. 103]
  • Bribery (5) {Liberator 5} [ED4 Comp, p. 92]
  • Craft Poison (5) <Scout Weaving, Shamanism, Thief Weaving> {Any Discipline 5} [ED4 Comp, p. 116]
  • Craft Poison (5) {Windmaster 5, Woodsman 5 in service of Blood Wood} [ED4 Comp, p. 116]
  • Craft True Pattern (5) <Thread Smithing> {Any Discipline 5} [ED4 Comp, p. 116]
  • Detect Spirit (5) <Elementalism, Nethermancy, Scout Weaving, Shamanism> [ED4 Comp, p. 111]
  • Dive Mastery (5) {Windmaster 1} [TAJ:MP, p. 288]
  • Handle Elements (5) <Thread Weaving> {Weaponsmith 5} [ED4 Comp, p. 117]
  • Harvest True Element (5) <Elementalism> [ED4 Comp, p. 113]
  • Ghost Master Ritual (5) [ED4 Comp, p. 113]
  • Strength of Bronze (5) {Windmaster 3, Strength 14, dwarf} [ED4 Comp, p. 114]
  • Falling Rocks (7) {Brother of Stone 4} [TAJ:MP, p. 289]
  • Design Enchanting Pattern (8) <Thread Smithing> [ED4 Comp, p. 117]
  • Mind Armor (8) [ED4 Comp, p. 113]
  • Wing Mastery (8) {Windmaster 5} [TAJ:MP, p. 290]
  • Stone Strike (9) {Brother of Stone 6} [TAJ:MP, p. 289]
  • Strength of Iron (9) {Windmaster 6, Strength 16, dwarf} [ED4 Comp, p. 114]
  • Create Orichalcum (10) {Elementalist 9, Weaponsmith 10} [ED4 Comp, p. 117]
  • Shifting Earth (10) {Brother of Stone 8} [TAJ:MP, p. 289]
  • Wind Mastery (10) {Windmaster 10} [TAJ:MP, p. 290]
  • Stone Shudder (12) {Brother of Stone 10} [TAJ:MP, p. 289]
  • Strength of Steel (13) {Windmaster 10, Strength 18, dwarf} [ED4 Comp, p. 114]
Throwing Weapons
  • Baiting Strike (2) [PGG]
  • Point-Blank Shot (3) [ED4 Comp, p. 101]
  • Returning (4) [ED4 Comp, p. 114]
  • Throw Anything (4) [ED4 Comp, p. 115]
  • Flare (7) [ED4 Comp, p. 101]
Tiger Spring
  • Greased Lightning (7) {Windmaster 4} [TAJ:MP, p. 291]
Tracking
  • Hunter's Strike (5) {Woodsman 2, any Discipline 7} [TAJ:MP, p. 291]
  • Trail Blaze (7, Fires of Gahad 5) {Fire Eater 3} [TAJ:MP, p. 261]
  • Track Astral Form (8) {Horror Stalker 8, Scout 10} [TAJ:MP, p. 291]
  • Understanding the Forest (8) {Avowed 3} [Vas., p. XX]
  • Predator of the Forest (9, Hunter's Strike) {Avowed 4} [Vas., p. XX]
Trick Riding (Riding)
  • Nimble Rider (2) [PGG]
  • Sure Mount (3) [PGG]
  • Ride the Pony (5, Sure Mount) [PGG]
  • Emergency Dismount (6, Sure Mount) [PGG]
  • Chasing the Wind (8) [PGG]
Tyranny's Ruin
  • Shared Pain (6, Empathic Sense 5) {Liberator 6} [TAJ:MP, p. 291]
  • Hoard Blows (8) {Liberator 8} [TAJ:MP, p. 292]
Unarmed Combat
  • Baiting Strike (2) [PGG]
  • Body Blade (5) [ED4 Comp, p. 115]
  • Backslash (6) {Tail Dancer 8, Ch'tard Dance 6} [TAJ:MP, p. 292]
  • Give Ground (6) [ED4 Comp, p. 100]
  • Eye Gouge (7) [ED4 Comp, p. 115]
Vow of the Beast
  • Fangs of the Beast (1) {Avowed 1} [Vas., p. XX]
  • Claws of the Beast (2) {Avowed 1} [Vas., p. XX]
  • Power of the Beast (4, Claws of the Beast, Fangs of the Beast) {Avowed 1} [Vas., p. XX]
  • Bloody Exhiliration (5) {Avowed 2} [Vas., p. XX]
  • Instinct of the Beast (5) {Avowed 2} [Vas., p. XX]
  • Mauling of the Beast (5, Claws of the Beast) {Avowed 2} [Vas., p. XX]
  • Rage of the Beast (6) {Avowed 2} [Vas., p. XX]
  • Speed of the Beast (6) {Avowed 3, Instinct of the Beast} [Vas., p. XX]
  • Posture of the Beast (8, Claws of the Beast, Fangs of the Beast) {Avowed 2} [Vas., p. XX]
  • Bloody Exultation (7) {Avowed 3} [Vas., p. XX]
  • Passion to Destroy (7, Posture of the Beast) {Avowed 4} [Vas., p. XX]
  • Gift of the Beast (8, Power of the Beast) {Avowed 4} [Vas., p. XX]
  • Hunger of the Beast (8) {Avowed 4} [Vas., p. XX]
  • Delight in Violence (9, Hunger of the Beast) {Avowed 5} [Vas., p. XX]
  • Retribution of the Beast of the Beast (9) {Avowed 5} [Vas., p. XX]
  • Massacre of the Beast (10, Mauling of the Beast) {Avowed 5} [Vas., p. XX]
  • Frenzy of the Beast (11, Retribution of the Beast) {Avowed 5} [Vas., p. XX]
  • Onslaught of the Beast (12, Mauling of the Beast) {Avowed 5} [Vas., p. XX]
Vow of the Dark
  • Eye for the Dark (1) {Avowed 1} [Vas., p. XX]
  • Veil of Thorns (2, Stinging Nettles) {Avowed 1} [Vas., p. XX]
  • Power of the Dark (4) {Avowed 1} [Vas., p. XX]
  • Cup of Nettle Tea (5) {Avowed 2} [Vas., p. XX]
  • Venomous Gift (5) {Avowed 2} [Vas., p. XX]
  • Eye for the Dark (1) {Avowed 1} [Vas., p. XX]
  • Bite of the Dark (6) {Avowed 2} [Vas., p. XX]
  • Service in Scars (6) {Avowed 3} [Vas., p. XX]
  • Barbs of Vengeance (7) {Avowed 3} [Vas., p. XX]
  • Stinging Nettles (7) {Avowed 3} [Vas., p. XX]
  • Strength Through Pain (7) {Avowed 3} [Vas., p. XX]
  • Gift of the Dark (8, Power of the Dark) {Avowed 4} [Vas., p. XX]
  • Laceration of the Dark (8) {Avowed 4} [Vas., p. XX]
  • Miasma of Suffering (8, Stinging Nettles) {Avowed 4} [Vas., p. XX]
  • Pain to Power (8, Strength Through Pain) {Avowed 4} [Vas., p. XX]
  • Pot of Nettle Tea (9, Cup of Nettle Tea) {Avowed 5} [Vas., p. XX]
  • Vindication of the Dark (9) {Avowed 5} [Vas., p. XX]
  • Barbs of Wrath (10, Barbs of Vengeance) {Avowed 5} [Vas., p. XX]
  • Thorns of the Dark (11, Veil of Thorns) {Avowed 5} [Vas., p. XX]
Vow of the Sleeper
  • Refuge of the Sleeper (1) {Avowed 1} [Vas., p. XX]
  • Family of the Sleeper (2) {Avowed 1} [Vas., p. XX]
  • Power of the Sleeper (4) {Avowed 1} [Vas., p. XX]
  • Bastion of the Sleeper (5, Refuge of the Sleeper) {Avowed 2} [Vas., p. XX]
  • Offering in Blood (5) {Avowed 2} [Vas., p. XX]
  • Empowering the Refuge (6, Bastion of the Sleeper) {Avowed 2} [Vas., p. XX]
  • Grace of the Sleeper (6) {Avowed 2} [Vas., p. XX]
  • Posture of the Sleeper (6) {Avowed 2} [Vas., p. XX]
  • Will of the Sleeper (6) {Avowed 3} [Vas., p. XX]
  • Citadel of the Sleeper (7, Refuge of the Sleeper) {Avowed 3} [Vas., p. XX]
  • Martyr of the Sleeper (7) {Avowed 4} [Vas., p. XX]
  • Gift of the Sleeper (8, Power of the Sleeper) {Avowed 4} [Vas., p. XX]
  • Sanctuary of the Sleeper (8, Refuge of the Sleeper) {Avowed 4} [Vas., p. XX]
  • Bestowal of the Sleeper (9, Gift of the Sleeper, Refuge of the Sleeper) {Avowed 5} [Vas., p. XX]
  • Favor of the Sleeper (10, Grace of the Sleeper) {Avowed 5} [Vas., p. XX]
  • Formation of the Sleeper (11, Posture of the Sleeper, Refuge of the Sleeper) {Avowed 5} [Vas., p. XX]
  • Bound Through Blood (12, Blood Share 12) {Avowed 5} [Vas., p. XX]
Wheeling Attack
  • Crooked Charge (6) [PGG]
  • Rushed Charge (6) [PGG]
Wilderness Survival
  • Forest Provides, The (6) {Avowed 2} [Vas., p. XX]
  • Wastelander (6) {Horror Stalker 3, Purifier 3, Scout 8} [TAJ:MP, p. 293]
  • Understanding the Forest (8) {Avowed 4} [Vas., p. XX]
Wind Catcher
  • Glide (6) [ED4 Comp, p. 115]
Windmaster
  • Shyera-tis (1) [TAJ:MP, p. 294]
  • Annoying Little... (2) [TAJ:MP, p. 293]
  • Windmaster's Advantage (3) [TAJ:MP, p. 294]
  • Never Alone (4) [TAJ:MP, p. 293]
  • Death From Above (5) [TAJ:MP, p. 293]
  • Windmaster Training (6) [TAJ:MP, p. 294]
  • Windmaster Technique (7) [TAJ:MP, p. 294]
  • Windmaster's Resilience (8) [TAJ:MP, p. 294]
  • Windmaster's Dance (9) [TAJ:MP, p. 294]
  • Maz-Shyera-tis (10, Shyera-tis) [TAJ:MP, p. 293]
Winning Smile
  • Flirting (4) [ED4 Comp, p. 116]
  • Seduction (5) [ED4 Comp, p. 116]
Wood Skin
  • Wood Wings (5) [TAJ:MP, p. 295]
  • Wood Blend (6) {Woodsman 3} [TAJ:MP, p. 295]
  • Share Wood Skin (7) {Woodsman 4} [TAJ:MP, p. 295]
Wood Walk
  • Forest Knows My Feet, The (5) [TAJ:MP, p. 296]
  • Wood Excursion (6) {Woodsman 6} [TAJ:MP, p. 297]
  • Forest Knows My Friends, The (7, The Forest Knows My Feet) {Woodsman 7} [TAJ:MP, p. 296]
  • Leaf on the Wind (7) {Woodsman 7} [TAJ:MP, p. 296]
  • Race Through the Canopy (7) {Woodsman 5, any Discipline 9} [TAJ:MP, p. 226]
  • Light as a Leaf (8, Race Through the Canopy) {Woodsman 6, any Discipline 10} [TAJ:MP, p. 225]
  • Wood Dash (8) {Woodsman 8} [TAJ:MP, p. 297]
  • Enemy of the Court (9, Wood Excursion) {Woodsman 9} [TAJ:MP, p. 295]
  • Traverse Forest (9) {Woodsman 9} [TAJ:MP, p. 297]
Woodsman
  • Woodsman's Home (1) [TAJ:MP, p. 299]
  • Woodsman's Hunt (2) [TAJ:MP, p. 299]
  • Resp ke Felyat (3) [TAJ:MP, p. 298]
  • Restishay (4) [TAJ:MP, p. 298]
  • Resp ke Lavota (5) [TAJ:MP, p. 298]
  • Resp ke Vardan (6) [TAJ:MP, p. 298]
  • Wood Elemental Affinity (7) [TAJ:MP, p. 298]
  • Nordal Defender (8) [TAJ:MP, p. 297]
  • Resp ke Thiel (9, Forest Sense 5) [TAJ:MP, p. 298]
Wound Balance
  • Earth Rise (8, Earth Walk 5) {Brother of Stone 5} [TAJ:MP, p. 299]
Paths (Thread Weaving)
  • Avowed [Path] (5, Barrite, must complete an Avowed ordeal) {Any Discipline 5} [Vas., p. 299]
  • Brother of Stone [Path] (5, Speak Obsidiman, Read and Write Obsidiman, Obsidiman Lore 5, must complete a Brother of Stone ordeal) {Any Discipline 5} [TAJ:MP, p. 299]
  • Fire Eater [Path] (5, ork, must complete a Fire Eater ordeal) {Any Discipline 5} [TAJ:MP, p. 299]
  • Horror Stalker (5, must complete a Horror Stalker ordeal) {Any Discipline 5} [TAJ:MP, p. 299]
  • Journeyman [Path] (5, Versatility 5, human, must complete a Journeyman ordeal) {Any Discipline 5} [TAJ:MP, p. 300]
  • Liberator [Path] (5, must complete a Liberator ordeal) {Any Discipline 5} [TAJ:MP, p. 300]
  • Messenger [Path] (5, must complete a Messenger ordeal) {Any Discipline 5} [TAJ:MP, p. 300]
  • Outcast [Path] (5, must complete a the Ritual of Severance) {Any Discipline 5} [TAJ:MP, p. 300]
  • Purifier [Path] (5, must complete a Purifier ordeal) {Any Discipline 5} [TAJ:MP, p. 300]
  • Scholar [Path] (5, Knowledge skill 5, must complete a Scholar ordeal) {Any Discipline 5} [TAJ:MP, p. 300]
  • Tail Dancer [Path] (5, Dancing 5, Melee Weapons 5, t'skrang, must complete a Tail Dancer ordeal) {Any Discipline 5} [TAJ:MP, p. 301]
  • Windmaster [Path] (5, Melee Weapons 5, windling, must complete a Windmaster ordeal) {Any Discipline 5} [TAJ:MP, p. 301]
  • Woodsman [Path] (5, Speak Elf, Read and Write Elf, Elf Lore 5, must complete a Woodsman ordeal) {Any Discipline 5} [TAJ:MP, p. 301]