Paths

Scholar (Path of the Book)

From a young age, scholars have been drawn to libraries, scriptwork, and other pursuits of the mind. This dedication to expanding knowledge allows the hero to become an Alchemist, Bard, Cleric, or Mentalist.

Skills

Armed with a Mind

If your INT is higher than your opponent's, gain 1d8 x 0.1 x # of starters points (ex. in a league starting 9 players, gain 1d8 x 0.9).

Ability Point cost: 1


Stat Bonus

Upon completing your apprenticeship, gain the following:

Research

  • Intellect: +1

Classes

Rapscallion (Path of the Coin)

A gold saved is a gold earned - unless you're set on the Path of the Coin. The Rapscallion places a high priority on success by any means possible. May become an Alchemist, Barbarian, Bard, or Rogue.

Skills

Let it Ride

Roll 1d6. On a 5 or 6, gain 1 point per starter this week, and gain 3 gold.

Ability Point cost: 1


Stat Bonus

Upon completing your apprenticeship, gain the following:

Acrobatics

  • Athletics: +1

Classes

Cultist (Path of the Shadow)

Cultists are guided by darkness, an allure than can only be described as sinister and brooding. By practicing the Dark Arts, those who follow the Path of the Shadow may become Infernists, Necromancers, Shadow Knights, or Rogues.

Skills

Blood Rite

You may reduce your VIG by any up to -3 to gain 0.5 points per starter this week for each 1 VIG reduced in this way.

Ability Point cost: 1


Stat Bonus

Upon completing your apprenticeship, gain the following:

At Home in the Shadows

  • Shiftiness: +1

Classes

Acolyte (Path of the Spell)

Although Acolytes still share the passion for intellect that Scholars do, they choose to focus on the practical use of their studies, filling the air with magic and sorcery. Acolytes may become Druids, Infernists, Mentalists, or Necromancers.

Skills

Spark

Opponent loses 1 point for each starter on his team to go over 20 points.

Ability Point cost: 1


Stat Bonus

Upon completing your apprenticeship, gain the following:

Concentration

  • Dexterity: +1

Classes

Neophyte (Path of the Spirit)

The bond between body, mind, and soul is sacred, and few understand this better than budding Neophytes. To master this connection requires hours of meditation and self-disciplinary training. Neophytes eventually become Clerics, Druids, Paladins, or Rangers.

Skills

Virtue

Gain 1 point for each starter on your team to go over 20 points.

Ability Point cost: 1


Stat Bonus

Upon completing your apprenticeship, gain the following:

Attunement

  • Willpower: +1

Classes

Conscript (Path of the Sword)

The Path of the Sword isn't an easy one, and the Conscripts that choose it subject themselves to physical punishment and push their bodies and weapon skills to the limit in their trainings. In the end, a Conscript can become a Barbarian, Paladin, Ranger, or Shadow Knight.

Skills

Slash

Reduce opponent's score by 0.5 points per starter.

Ability Point cost: 1


Stat Bonus

Upon completing your apprenticeship, gain the following:

Battle Hardened

  • Vigor: +1

Classes

Classes

Alchemist

Tucked away in his laboratory, the Alchemist is seemingly always just one ingredient from creating the perfect potion. He tosses aside the spell book for a recipe book, and has a tincture for almost any occasion.

Paths

  • Path of the Book
  • Path of the Coin
Skills

Forage (Level 1)

Alchemists are adept at finding ingredients in the wild that they need to create their potions.

Passive

Recipe Book (Level 1)

Gain access to an old recipe book with a variety of alchemical recipes that you can now create.

The Recipe Book is divided into four sections: Novice Alchemy, Expert Alchemy, Master Alchemy, and Grandmaster Alchemy. The Alchemist begins in the Novice Alchemy section of the book, where they initially have access to four Novice potions. Once the Alchemist successfully brews 15 potions in a certain tier, their skills will be sufficient enough to attempt recipes in the next tier.

As you learn the art of alchemy, failure is inevitable. Each time you attempt to create a potion, you roll a 1d20. If you roll a 1, the potion blows up in your face, leaving you with a "Ruined Potion". As your skills increase and you progress to making higher tier potions, you can no longer fail at creating potions in a lower tier. Note: Ruined Potions do not count towards your tier progression.

Each attempt at alchemy costs 1AP.

Full Recipe Book

Passive

Mixologist (Level 3)

The Alchemist may now use one unique potion per level weekly. For example, at level 3, they can use 3 unique potions. At level 4, they can use 4 unique potions, etc.

Passive

Alchemical Efficiency (Level 5)

The Alchemist masters potion making and is able to create twice as many potions with the same number of ingredients. All recipes will now produce two potions instead of one. Additionally, all attempts at creating a potion are now successful.

Passive

Barbarian

Nothing beats the thrill of a battle for the Barbarian. A chaotic fervor replaces judgment when the axes are flying, and it gives him a carnal excitement to toy with death on a regular basis. A split skull beats a good defense!

Paths

  • Path of the Coin
  • Path of the Sword
Skills

Rage (Level 1)

Gain +2 ATH, +2 DEX, +2 SHF, and -2 VIG

Ability Point cost: 4

Dual Wield (Level 3)

You may equip a second weapon instead of a shield.

Passive

Blood Axe (Level 3)

Gain a massive axe that gives you +1 ATH, +1 DEX, +1 WIL, -1 VIG, and +3 Renown (must be equipped).

Passive

Chaotic Whirlwind (Level 5)

Break into a fit of rage without no regard for yourself or your opponent. Roll two sets of dice - 9d4 for yourself and 27d4 for your opponent. Each of you lose the total of your dice * 0.1 * number of starters in your league (ex. in a league starting 9 players, you would lose 9d4*0.9 and your opponent would lose 27d4*0.9 points).

Ability Point cost: 13

Bard

Everyone loves a Bard; everyone needs a Bard. Instead of a sword or staff, the Bard wields music to battle. Songs of inspiration, enchanting ballads, and hymns of restoration make them a Jack-or-Jill-of-All-Trades.

Paths

  • Path of the Book
  • Path of the Coin
Skills

Melody of Grit (Level 1)

An uplifting melody, giving +1 Vigor to the Bard.

The Bard will gain a bonus for twisting multiple melodies into a beautiful masterpiece. The Bard will gain +10 Renown for playing all 6 melodies at once, +5 renown for playing at least 4 melodies at once, and +3 renown for playing at least 2 melodies at once. These bonuses are not cumulative.

Ability Point cost: 1

Prodigy (Level 1)

You may use 1 unique skill per level + 1 per matchup, provided you have enough AP. For example, at level 3, you can use 4 unique skills. At level 4, you can use 5 unique skills, etc.

Passive

Melody of Acuity (Level 1)

A stimulating melody, giving +1 Intellect to the Bard.

The Bard will gain a bonus for twisting multiple melodies into a beautiful masterpiece. The Bard will gain +10 Renown for playing all 6 melodies at once, +5 renown for playing at least 4 melodies at once, and +3 renown for playing at least 2 melodies at once. These bonuses are not cumulative.

Ability Point cost: 1

Melody of Perseverance (Level 1)

A steadfast melody, giving +1 Willpower to the Bard.

The Bard will gain a bonus for twisting multiple melodies into a beautiful masterpiece. The Bard will gain +10 Renown for playing all 6 melodies at once, +5 renown for playing at least 4 melodies at once, and +3 renown for playing at least 2 melodies at once. These bonuses are not cumulative.

Ability Point cost: 1

Melody of Coordination (Level 1)

A focused melody, giving +1 Dexterity to the Bard.

The Bard will gain a bonus for twisting multiple melodies into a beautiful masterpiece. The Bard will gain +10 Renown for playing all 6 melodies at once, +5 renown for playing at least 4 melodies at once, and +3 renown for playing at least 2 melodies at once. These bonuses are not cumulative.

Ability Point cost: 1

Melody of Chicanery (Level 1)

A deceptively complex melody, giving +1 Shiftiness to the Bard.

The Bard will gain a bonus for twisting multiple melodies into a beautiful masterpiece. The Bard will gain +10 Renown for playing all 6 melodies at once, +5 renown for playing at least 4 melodies at once, and +3 renown for playing at least 2 melodies at once. These bonuses are not cumulative.

Ability Point cost: 1

Melody of Agility (Level 1)

An energizing melody, giving +1 Athletics to the Bard.

The Bard will gain a bonus for twisting multiple melodies into a beautiful masterpiece. The Bard will gain +10 Renown for playing all 6 melodies at once, +5 renown for playing at least 4 melodies at once, and +3 renown for playing at least 2 melodies at once. These bonuses are not cumulative.

Ability Point cost: 1

A Song of Fury (Level 3)

Each player on your opponent's team that scores over 15.00 points loses 1 point.

Ability Point cost: 1

Maestro (Level 5)

Choose an instrument to master. That instrument may be equipped in the Bard's Offhand slot.

Instruments will be available at the shop once the Bard reaches level 5.

Passive

Cleric

A preternatural empathy defines the Cleric - the need to help, give hope, and restore. But by this same divine power that aids in healing comes the opposite ability to smite foes.

Paths

  • Path of the Book
  • Path of the Spirit
Skills

Healer's Infirmary (Level 1)

Gain access to 1 IR spot per level

Passive

Healing Aura (Level 1)

Gain 0.25 points for each player on your roster that scores under 5.00 points this week as long as they are on an NFL team and not on a bye for the given week. This includes all players on your roster, not just starters.

Passive

Blessing (Level 3)

Gain the blessing of your chosen deity. This week, offensive turnovers give positive points instead of negative points and receive a +3 buff to a random stat.

Ability Point cost: 5

Blessed are the Meek (Level 5)

The two lowest scoring starter scores on your team gain points equal to the two highest scoring players on your team, including bench players.

Ability Point cost: 11

Druid

Complete attunement with nature is the defining characteristic of Druids. They often brush aside societal norms as unnecessary in the great story that the Earth itself is writing. Drawing from the land and the animals that subsist on it, they pose a unique challenge to enemies.

Paths

  • Path of the Spell
  • Path of the Spirit
Skills

Animal Companion (Level 1)

You summon a random NFL animal team as a companion. Gain points equal to a percentage of that team's actual NFL score that week, where the percentage is 7% per number of starters in the league (ex. in a league starting 9 players, the animal companion would score 63% of the actual team's score).

Ability Point cost: 5

Barkskin (Level 3)

Permanently increase your VIG by +3.

Passive

In Righteous Harmony (Level 5)

Spend any amount of AP to gain 0.5 points per starter per AP spent (0.5 x S x AP). Your opponent will automatically spend an equal amount of AP to gain the same amount of points per AP spent, up to their maximum available AP. If your opponent has used their own skill(s) in the same matchup, their skill(s) will work normally, leaving their remaining AP to offset In Righteous Harmony.

Ability Point cost: Variable

Infernist

When a magic user becomes obsessed with the destructive power of fire, an Infernist is born. Shedding any concept of 'beauty' that isn't related to flames, Infernists have detached from reality to focus on mastering that which they hold the highest regard for.

Paths

  • Path of the Shadow
  • Path of the Spell
Skills

Set Aflame (Level 1)

Opponent loses 4d4 x 0.1 per starter points this week (ex. in a league starting 9 players, multiply 4d4 x 0.9).

Ability Point cost: 4

Channel (Level 3)

If no skill is used during the week, gain +1 WIL for the week’s matchup and an extra +1 AP gain the following week.

Passive

Immolate (Level 5)

Opponent's DEX, ATH, VIG, and SHF are reduced by 2 this week. Opponent loses 2d40 x 0.1 points per starter (ex. in a league starting 9 players, multiply 2d40 x 0.9).

Ability Point cost: 16

Mentalist

Since all have their perception of the world around them come from their own minds, why not try to master the manipulation of those minds? That's exactly what the spellslinging Mentalist does. By focusing on controlling the brains of adversaries, it's only logical that they are forces to be reckoned with.

Paths

  • Path of the Book
  • Path of the Spell
Skills

Mirror Image (Level 1)

Create a Mirror Image of a player on your roster. That player that scores 5% of the real player's points per starter this week (ex. in a league starting 9 players, the mirror image scores 45% of the real player's total).

Ability Point cost: 5

Psionic Blast (Level 3)

For every INT modifier you have higher than your opponent, blast your opponent for 0.5 points per starter. (ex. in a league starting 9 players, multiply the INT modifier x 0.5 x 9)

Ability Point cost: 8

Perceived Drowning (Level 5)

Roll 1d6 for each of opponent's stats (6d6 total). Rolls will be randomly assigned to an opponents stats, and opponent suffers a loss of that many stat points.

Ability Point cost: 13

Necromancer

While others are beating dead horses, the Necromancer is raising them to do his bidding. By combining intensely powerful magicks with a deep knowledge of what binds life together, the Necromancer is a bastion of evil who will make your hair stand on end.

Paths

  • Path of the Shadow
  • Path of the Spell
Skills

Summon Undead Servant (Level 1)

A servant from beyond provides you with 2d6 times 0.1 points per starter this week (ex. in a league starting 9 players, multiply 2d6 x 0.9).

Ability Point cost: 3

Soul Harvest (Level 3)

Gain 1d3 times 0.1 points per starter this week for each player you've cut or released from your roster so far this season, up to a maximum of 20 (e.g. in a league starting 9 players in which you've cut 4 players so far this year, you'd multiply 4d3 x 0.9).

Note: The number of dice rolled is the number of cut/released players at the time of skill selection. You will NOT gain additional dice rolls if you drop players after skill selection.

Ability Point cost: 8

Contagion (Level 5)

Cast a virulent plague of dark magic on your opponent. The Necromancer will roll 3d3 to determine the disease’s potency. They will then roll 1d20 + opponents VIG modifier + opponent’s WIL modifier for each starting position in the roster, and compare each of those dice to 15. For each roll under 15, the opponent will lose points equal to the potency roll.

Ability Point cost: 14

Paladin

Also known as Holy Warriors, Paladins are very capable fighters - sometimes even ordained as knights - that have chosen to live their lives in the image of God. Paladins combine a cursory knowledge of clerical spells and extensive training in arms to create a hybrid package that is one of the toughest professions in the land.

Paths

  • Path of the Spirit
  • Path of the Sword
Skills

Lay On Hands (Level 1)

You may select any player to bestow your holy touch. As long as this player scores exactly 0 [points this week, you will gain a bonus equal to the player's average score for the season.

Lay On Hands can only be used once per player per season.

Ability Point cost: 5

Armor of God (Level 3)

Gain plate armor that gives you +2 ATH, +2 VIG, +2 WIL, -2 SHF,and -1 DEX (must be equipped).

Passive

Divine Retribution (Level 5)

Opponent loses 1 point per starter for each matchup loss you have this season (ex. in a league starting 9 players, multiply the number of losses by 9 points).

Ability Point cost: 12

Ranger

Rangers are outcasts by nature, preferring the solitude of the wilderness to the bustle of the city and the thrill of the hunt to the rat race. They are experts in tracking, setting traps, and their bowmanship is unparalleled.

Paths

  • Path of the Spirit
  • Path of the Sword
Skills

Ensnaring Trap (Level 1)

If opponent's player registers 75 or more receiving yards, that players receives -2 points.

If opponent's player registers 5 or more solo tackles, that players receives -2 points.

Ability Point cost: 3

Spike Trap (Level 1)

If opponent's player registers 90 or more rushing yards, that players receives -4 points.

If opponent's player registers 2 or more tackles for loss, that players receives -3 points.

Ability Point cost: 3

Stun Trap (Level 1)

If opponent's player registers 275 or more passing yards, that players receives -5 points.

If opponent's player registers 1 or more defensive interceptions, that players receives -3 points.

Ability Point cost: 3

Thrill of the Hunt (Level 3)

Gain a buff giving +4 ATH, +4 DEX and increase passing touchdowns by 1 additional fantasy point (eg if passing touchdowns are typically worth 4 points each, they are now worth 5 points each).

Ability Point cost: 7

Crippling Shot (Level 5)

The Ranger will roll 1d20 and add their ATH mod and their DEX mod. The Ranger’s opponent will roll 1d20 and add their SHF mod. If the Ranger’s total is higher than their opponent’s total, the opponent’s SHF is reduced to 0.

Ability Point cost: 4

Rogue

If ever you were walking the city streets at night thinking you were alone, you were likely misgiven - Rogues freely stalk the shadows looking for their next target, whether it be a lazily stored purse or a neck that's been given a good enough price.

Paths

  • Path of the Coin
  • Path of the Shadow
Skills

Backstab (Level 1)

If your opponent has an equal or better ranking/seeding than you, your opponent loses 1.5 points per starter (ex. in a league starting 9 players, multiply 1.5 by 9).

Ability Point cost: 5

Pilfer (Level 3)

Roll a 1d20. On a 1-11, nothing happens. On a 12-20, steal 1d10 gold from your opponent per Rogue level. Additionally, on a roll of 20, steal a random item (such as potions) from your opponent (does not include equipment).

Ability Point cost: 5

Eviscerate (Level 5)

Unleash a fury of attacks on your opponent. Roll 9d10 and opponent loses 0.1 per starter * total roll.

Ability Point cost: 13

Shadow Knight

A Shadow Knight is the result of an unholy marriage of brute strength, cunning, and pernicious intent. They are the antithetical Paladin, choosing to favor cruelty and malevolence over piety. In their travels, in addition to swordsmanship and heavy armor, Shadow Knights have learned to wield dark magic to bolster their attacks.

Paths

  • Path of the Shadow
  • Path of the Sword
Skills

Sap (Level 1)

Reduce opponent's VIG by 2, and increase yours by 2 this week.

Ability Point cost: 4

Instill Terror (Level 3)

The Shadow Knight's unholy presence causes an aura of fear to wash over his opponent, reducing each of their players' scores by 4%.

Passive

Soul Suck (Level 5)

Choose an opponent's player. This week, that player receives 0 points, and you add the amount reduced in this way * 10% per starter to your score. (ex. - in a 9 starter league, a player that scored 20 points would then score 0, and you would gain 18 points (20 * 90%).

Ability Point cost: 14