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Twice per game day a weapon master may execute a "master's strike". This lets the weapon master add either the "slay" or the "pierce" call to a weapon attack. Furthermore that attack allows the character to hit for the appropriate amount of damage with a cap of up to 4 damage if they would normally be capped at a lower amount of damage.
A character who has learned all of the following skills earns the title of "savant". Those skills are estimate value, first aid, herbalist, at least one racial language, read magic, scribe scroll, alchemy rank 5, brew potion, and 20 production points.
If the savant has an alchemy compound that requires a formula to produce, they can destroy that compound and pay 4 production points per level of the compound and 8 coin per level of the compound to create a formula to produce that item. Savant's can copy existing alchemy formulas for 2 production points per level of the compound and 4 coin per level of the alchemy compound that formula creates.
A master craftsman gains 4 additional craft points that can break the normal limit on crafting points. Coin does not need to be spent when using these four crafting points. These crafting points don't count against point total restrictions.
For example a character with weaponsmithing five is normally restricted to crafting at most 20 point items, but a master craftsman can use these four points with their regular 20 to create a 24 point item.
A character that has taken the magic power point skill 20 times, knows all 10 spells from a specific school, and knows the corresponding ritual skill for that school, earns the title "magical school master" or "master mage" for short.
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