
Throughout your training, you’ve found a further specialization beyond what you started with. Branching out and using a style that’s completely comfortable to you; anyone who sees you fight knows that, should you perfect it, you’d be in a class above the average fighter.
- Racial Requirement: Any
- Transformation Type: Manifested Power
- Prerequisite(s): Initial Class
- Maximum No of Stacks: 1
- Tier of Power Requirement. 3+
| AG | FO | TE | SC | IN | MA | PE |
|---|---|---|---|---|---|---|
| – | +1 | – | – | – | +1 | – |
Advanced Class: Your chosen path branches out, and your path becomes more specialized and unique to you.
-[Passive]: Increase the Attribute Modifier Bonus of Master Class by the Attribute Modifier Bonus of Initial Class.
-[Option, Choice]: Upon gaining this Transformation, choose one of the following effects – which ones you can choose depend on your choice for the Option effect of Starting Class, which will be listed in brackets next to which effects you can choose from:
- Fighter (Martial Artist) [Passive]: While an Opponent is within your Melee Range, reduce their Defense Value by 1(T).
- Swordsman (Martial Artist) [Triggered, 3/Encounter]: When using a Physical Signature Technique against an Opponent within your Melee Range, you can increase that Attacking Maneuver’s Damage Category by 1.
- Turtle Hermit (Spiritualist) [Triggered, 3/Encounter]: When using an Energy Signature Technique against an Opponent outside of your Melee Range, you can increase that Attacking Maneuver’s Damage Category by 1.
- Crane Hermit (Spiritualist) [Passive]: While no Opponents are within your Melee Range, increase your Wound Rolls by 2(T).
- Dark Warrior (Warrior) [Passive]: If your Attacking Maneuver has more than 1 target (including at least 1 Ally), increase your Wound Roll for that Attacking Maneuver by your Might. Additionally, your Attacking Maneuvers of the Sweeping Profile may also target your Allies.
- Shadow Knight (Warrior) [Passive]: If your Attacking Maneuver has only 1 target, you can reduce your Life Points by up to 6(bT) to increase your Wound Roll by an equal amount.
- Healing Priest (Mage) [Passive]: When you use the Healing Hands Unique Ability, you regain 1/2 (rounded up) of the Life Points gained by a target of your choice.
- Summoning Priest (Mage) [1/Round]: You can spend an Action and 8(T) Ki Points to create a Minion. That Minion may gain either the Mutation Manifested Power or the Monster Form Transformation.
- Grand Chef (Mighty) [Triggered/Superior, 1/Encounter]: If you entered the Superior State through the effects of the Snack Fiend Talent, all allies within a Large Sphere AoE centered on you have their Combat Rolls increased by 1(T) until the end of your next turn.
- Ultimate (Mighty) [Passive]: You gain the Ultimate Horn Special Basic Item (see below).
- Plasma (Wonder) [Passive]: You gain the Plasma Drum Special Basic Item (see below).
- Karma (Wonder) [Triggered/Start of Combat Encounter, Resource]: Gain 6 Wonder Points. During your turn, you can spend 1 Action to equip the Demon Mask Special Accessory (see below, you do not possess it until you use this effect and it disappears after you un-equip it). Each time you make an Attacking Maneuver with the Demon Mask, reduce your Wonder Points by 1. When your Wonder Points are reduced to 0, you un-equip the mask as an Out-of-Sequence Maneuver and can’t put it back on through this effect for the remainder of the Combat Encounter.
You can un-equip the Demon Mask at any time as an Instant Maneuver.
Power of the Master: Your finely honed skills have risen you above the ranks of mediocrity.
-[Triggered/Superior, 1/Encounter]: Increase your Tier of Power by 1 (see — Breakthrough) until the end of your turn.
-[Option]: Upon gaining this Transformation, choose one of the following effects:
- Unarmed Master [Passive]: While in a Transformation, increase the Wound Rolls of your Unarmed Attacks by 2(T).
- Armed Master [Passive]: While in a Transformation, increase the Wound Rolls of your Armed Attacks by 2(T).
Special Items
Ultimate Horn: A large horn that empowers others!
–Effects: The Ultimate Horn can be blown twice in each Combat Encounter. When you spend an Action to blow the horn, make a Performance Skill Check with a DC of Apprentice. If you succeed, all allies within a Large Sphere AoE (centered on you) have their Combat Rolls increased by 1/4 (rounded up) of your Personality Modifier until the end of your next turn.
This Item cannot be destroyed.
Plasma Drum: A floating drum that lets you protect others!
–Effects: The Plasma Drum can be beaten twice in each Combat Encounter. When you spend an Action to beat the drum, make a Performance Skill Check with a DC of Apprentice. If you succeed, all allies within a Large Sphere AoE (centered on you) have their Soak Value increased by 1/2 (rounded up) of your Insight Modifier until the end of your next turn.
This Item cannot be destroyed.
Demon Mask: A terrifying mask that grants you immense power for a limited time.
–Effects: Increase your Strike and Wound Rolls by 2(T). When you equip the Demon Mask, you enter the Raging State until you un-equip the Demon Mask.