MARTIAL TREES
Structure
Each martial tree has 5 tiers costing 1 martial point each:
- Initial: 1 passive + 1 tactical ability
- Upgrades 1-3: Enhance your tactical ability
- Ultimate: Mastered version of your signature move (requires all 3 upgrades)
Tree Limits:
| Level | Max Trees |
|---|---|
| 1-2 | 2 |
| 3-5 | 3 |
| 6-8 | 4 |
| 9-10 | 5 |
BODY TREES
1. BRAWLER (Body), Unarmed Control
Pin Down (Action plus passives)
Your unarmed strikes are true weapons (magical at Tier 3+) and you have
advantage on Body checks to grapple. As an action, make a contested Body
check against a creature in reach. On a success it is pinned: it cannot move,
its attacks have disadvantage, and attacks against it have advantage.
Deed (Tier 1), Iron Grip: *Your hands close like manacles. What you
seize, you keep.* Catch a swinging blade, snatch an arrow, clamp a fleeing
ankle.
- Tier 2: Enemies have disadvantage on checks to escape your grapples.
- Tier 3: You can grapple creatures one size larger than you. Creatures
you have pinned cannot regain Vigor.
- Tier 4: +1 crit range with unarmed strikes, and +1 AC while unarmed.
- Tier 5 (Ultimate), Ground and Pound: You can grapple creatures of any
size. As an action (2 Stamina), make two unarmed strikes against a creature
that is pinned or prone.
Ultimate Deed (Tier 5), Spine Breaker: *Some holds aren't meant to
escape.* Twist, wrench, and break. A joint bends the wrong way. A bone gives.
They remember this hold forever.
2. BERSERKER (Body), Rage Warrior
Rage (Maneuver, 1 Stamina)
You rage for one minute: +1 crit range on melee attacks, +10 feet speed, and
your Body modifier as a penalty to AC. Rage continues automatically while you
attack each turn.
Deed (Tier 1), Blood Surge: *Pain becomes fuel. Every wound feeds the
fire.* When you should fall, you rise. One more action. One more strike.
- Tier 2: While raging you have advantage on Body saves.
- Tier 3: While raging, when you take a wound, regain 1 Vigor.
- Tier 4: Rage costs 0 Stamina. When you drop an enemy while raging,
regain 1 Vigor.
- Tier 5 (Ultimate), Death Frenzy: Once per rage (3 Stamina): until your
next turn, your melee hits deal +1 wound and hits against you deal
+1 wound.
Ultimate Deed (Tier 5), Terrifying Presence: *Your rage becomes a
physical force.* The weak flee. The brave hesitate. Your fury radiates
outward, breaking morale and freezing hearts.
3. WRESTLER (Body), Advanced Grappling
Takedown (Maneuver plus passives)
You have advantage on Body checks to grapple and to escape grapples. As a
maneuver, make a contested Body check: on a success the target is knocked
prone and pinned. While you have a creature pinned, you may use your action
to Throw it 10 feet: it takes 1 wound and lands prone.
Deed (Tier 1), Earth Shaker: *You take them down so hard the ground
remembers.* Put them through a wall, into their ally, off the ledge. The
impact has consequences.
- Tier 2: Enemies have disadvantage on checks to escape you. Throw
distance becomes 15 feet.
- Tier 3: You can grapple creatures one size larger. A creature thrown
into a hard surface or another creature takes +1 wound, and a struck
creature must make a Body save or fall prone.
- Tier 4: You can move at half speed while pinning a creature.
- Tier 5 (Ultimate), Stunning Throw: You can grapple creatures of any
size. When you Throw (2 Stamina), the creature is also stunned until the
end of its next turn.
Ultimate Deed (Tier 5), Piledriver: Head first into the stone. The
ultimate finishing throw. You leap, you twist, and they land on their head
from height. The impact is final.
4. GUARDIAN (Body), Shield Defender
Interpose (Reaction, 1 Stamina, plus passives)
You gain +1 AC while wielding a shield, and your shield is a weapon. When an
ally within 5 feet is hit, you may grant them +4 AC against that attack,
which can turn it into a miss.
Deed (Tier 1), Unbreakable Wall: *Behind you, they are safe. Before you,
nothing passes.* Plant yourself. You are the wall.
- Tier 2: Interpose reaches allies within 10 feet.
- Tier 3: When your Interpose turns a hit into a miss, the attacker must
make a Body save or be knocked prone.
- Tier 4: Your shield bonus becomes +2 AC. Interpose costs 0 Stamina.
- Tier 5 (Ultimate), Punishing Guard: You can Interpose twice per round.
When it turns a hit into a miss, immediately make a free shield strike
against the attacker if they are in reach.
Ultimate Deed (Tier 5), Impossible Interception: *Distance means nothing
to a guardian's oath.* Intercept an attack meant for someone across the room.
Appear between arrow and ally.
5. TITAN (Body), Two-Handed Devastation
Sweeping Strike (Action plus passives)
You gain +1 crit range with two-handed weapons (stacks with Heavy). As an
action, attack two enemies within 5 feet of each other, rolling each attack
at disadvantage. Requires a two-handed weapon.
Deed (Tier 1), Sundering Blow: *What your weapon strikes, breaks. Not
wounds. Breaks.* Doors, shields, columns. The break is absolute.
- Tier 2: Sweeping Strike no longer has disadvantage.
- Tier 3: When you drop an enemy with a two-handed weapon, move 10 feet
without provoking.
- Tier 4: Sweeping Strike can hit three enemies.
- Tier 5 (Ultimate), Earthshaker: As an action (2 Stamina), strike the
ground: all enemies within 10 feet make a Body save or take 1 wound and
fall prone; on a success they stay standing and are unharmed.
Ultimate Deed (Tier 5), Cleaving Arc: One swing. Many fall. Your weapon
carves through everything in its path. The arc doesn't stop until you do.
6. GLADIATOR (Body), Arena Fighter
Showboat (Maneuver plus passives)
You have advantage on attacks against creatures larger than you or of higher
level than you. As a maneuver, choose one enemy within 30 feet that can see
you: it must make a Heart save or have disadvantage on attacks until your
next turn.
Deed (Tier 1), Crowd's Champion: *The audience demands a spectacle. You
deliver.* Do something theatrical enough and reality plays along.
- Tier 2: Showboat targets two enemies.
- Tier 3: When you score a critical hit or drop an enemy, allies within
30 feet gain advantage on their next attack.
- Tier 4: An enemy that fails its Showboat save can target only you until
your next turn.
- Tier 5 (Ultimate), Death or Glory: As an action (2 Stamina), make an
attack. On a hit it deals +1 wound and all allies within 30 feet regain
1 Vigor. On a miss you fall prone and every adjacent enemy may immediately
make an opportunity attack against you.
Ultimate Deed (Tier 5), The Arena Answers: *The environment fights for
you.* The chandelier falls. The pillar topples. When you're the star, the
stage itself conspires in your favor.
MIND TREES
7. SWORDMASTER (Mind), Tactical Duelist
Precision Strike (Passive suite)
You gain +1 AC while wielding a one-handed melee weapon with no shield. When
you hit with a melee attack, you may move 5 feet without provoking.
Deed (Tier 1), Perfect Cut: One stroke. One moment. One outcome. The
blade finds exactly what you need: the gap in armor, the thread, the strap.
- Tier 2: Once per round, when you hit, also strip 1 Vigor from the
target.
- Tier 3: You cannot be flanked. When an enemy misses you in melee, you
may move 5 feet without provoking.
- Tier 4: After your precision strip triggers, you may move 10 feet
instead of 5.
- Tier 5 (Ultimate), Flowing Strike: When you drop an enemy, immediately
make one attack against another enemy in reach (once per round). Enemies
you hit have disadvantage on their next attack against you.
Ultimate Deed (Tier 5), Dance of Steel: *You flow through them like
water.* One cut leads to another. Enemy to enemy. Poetry in violence.
8. TACTICIAN (Mind), Battlefield Support
Assist (Reaction)
When an ally within 30 feet makes an attack roll, add your Mind die to it.
Deed (Tier 1), Battlefield Clarity: *You see the whole board. Every
piece. Every possibility.* Give one perfect command and your insight becomes
reality.
- Tier 2: Assist can also be used on an ally's saving throw.
- Tier 3: When an attack you Assisted hits, it also strips 1 Vigor.
- Tier 4: You may Assist twice per round.
- Tier 5 (Ultimate), Seize Initiative: Once per combat (3 Stamina), when
initiative is rolled, you and all allies within 30 feet act in any order
you choose this round.
Ultimate Deed (Tier 5), Masterstroke: You see the path to victory. The
entire battle lays out before you. Give one command that accounts for
everything.
9. ALCHEMIST (Mind), Combat Alchemy
Synthesize (Action)
Create and immediately use any alchemical item of Tier 1. The item cannot be
saved for later. Your thrown alchemical items have 60 feet range. Alchemical
damage and healing follow the Wounds Conversion table (Part 4).
Deed (Tier 1), Volatile Genius: *Sometimes the best formula is
improvisation.* Mix what shouldn't be mixed. Spectacular, unpredictable,
unrepeatable.
- Tier 2: Synthesize Tier 2 items. Share Dose: a potion or oil you
use on yourself also affects one adjacent ally.
- Tier 3: Synthesize Tier 3 items. Your area items gain +10 feet radius.
- Tier 4: Synthesize Tier 4 items. You can use non-damaging items as a
reaction for 1 Stamina.
- Tier 5 (Ultimate), Chain Reaction: Synthesize Tier 5 items. Once per
combat, synthesize and use two different items with one action.
Ultimate Deed (Tier 5), Philosopher's Gambit: The impossible mixture.
Combine things no formula allows. Once. Spectacular and probably
unrepeatable.
SENSE TREES
10. SHIFTER (Sense), Primal Warrior
Beast Form (Passive suite)
You have magical natural weapons. In the first tactical phase, choose an
aspect for the combat: Bear +2 Body, Cat +2 Cunning, Wolf +2 Heart, Owl
+2 Mind, Badger +2 Sense.
Deed (Tier 1), Primal Surge: *The beast within answers when you need it
most.* Claws to climb, gills to breathe, fangs to bite. The shift fades when
the need passes.
- Tier 2: Your form grants a mastery: Bear, once per round when an
adjacent enemy misses you, strip 1 of its Vigor or bank your Body die on it
(as the Body rule); Cat, you cannot be flanked; Wolf, +1 to hit
enemies adjacent to your allies; Owl, enemies acting after you in the
round have disadvantage on ranged attacks against you; Badger, when a
melee attack misses you, the attacker's next attack has disadvantage.
- Tier 3: +1 crit range with natural weapons. Once per round you may
shift form as a free action.
- Tier 4: Bestial Maneuver (Maneuver, 1 Stamina): Bear makes a
pinning attempt, Cat moves 10 feet without provoking, Wolf gains advantage
on its next attack against a flanked enemy, Owl adds its Mind die to an
ally's initiative, Badger regains 1 Vigor.
- Tier 5 (Ultimate), Full Transformation: As a maneuver (2 Stamina), for
one round your aspect bonus becomes +4 and your natural weapon attacks have
advantage.
Ultimate Deed (Tier 5), Perfect Form: *Become exactly what you need to
be.* Full transformation for a single instant. Wings to cross the gap. The
perfect predator for this exact prey.
11. ASPECT WARRIOR (Sense), Primal Channeler
Channel Aspect (Passive suite, uses the Druid Attunement system)
At the start of combat choose one aspect, active until combat ends: Stone
+1 AC; Flame your hits strip 1 additional Vigor; Wind +10 feet speed;
Beast +1 to attack rolls. Each round an aspect is active you gain +1
Attunement in it; at 6+ make Claiming checks per the Druid rules. Discord:
while attuned to more than one aspect, take -2 on Claiming checks per extra
aspect and gain +1 crit range while two or more aspects are active.
Deed (Tier 1), Nature's Claim: *The wild answers to those who protect
it.* Roots grasp, stone shifts, wind howls. Not summoned. Commanded.
- Tier 2: New aspects: Tide, move through enemy spaces freely;
Root, you cannot be knocked prone, grappled, or restrained.
- Tier 3: Two aspects may be active at once.
- Tier 4: Aspects improve: Stone +2 AC; Flame also +1 crit range; Wind
+15 feet and ignore opportunity attacks; Beast +2 to attack; Tide, enemies
you pass through lose 1 Vigor once per round each; Root, roll your Heart
die twice for Vigor regen and keep the best.
- Tier 5 (Ultimate), Elemental Burst: Three aspects at once, and the
Star aspect unlocks: advantage on all saving throws. As an action
(2 Stamina): enemies within 15 feet make a save or take 1 wound (2 wounds
if you have three aspects active); gain +3 Attunement in each active
aspect and make a Claiming check.
Ultimate Deed (Tier 5), Avatar State: *All aspects at once. All power.
All risk.* Stone, flame, wind, tide, root, beast, star. All channels open.
The world shakes.
12. STALWART (Sense), Unbreakable Willpower
Sheer Determination (Triggered, 1 Stamina, plus passives)
You are immune to fear while conscious and have advantage on Sense saves.
Once per combat, when you would take the wound that drops you, stay standing:
negate it.
Deed (Tier 1), Immovable: They cannot move what refuses to move. The
giant's swing meets a wall. You are the fixed point around which chaos
swirls.
- Tier 2: Also immune to charm. When Sheer Determination triggers, regain
1 Vigor.
- Tier 3: Also immune to stun. Sheer Determination works twice per
combat.
- Tier 4: Once per combat, negate one wound (before it fills a slot).
- Tier 5 (Ultimate), Refuse Death: Also immune to paralysis, and the
Tier 4 negate works twice per combat. Once per day (3 Stamina), when you
would die, stabilize with one open slot and stand up.
Ultimate Deed (Tier 5), Absolute Will: *Reality suggests you should fail.
You disagree.* Refuse something that should be inevitable. Your will
overrides what should happen.
HEART TREES
13. COMMANDER (Heart), Inspiring Leader
Inspiring Presence (Passive aura plus Maneuver)
Allies within 30 feet who can see or hear you gain +1 to morale checks. As a
maneuver, Direct: one ally within 30 feet uses their reaction to move 10
feet, make one weapon attack, or both.
Deed (Tier 1), Rallying Cry: Your voice carries the weight of legends.
Broken lines reform. Fleeing allies turn. When a Commander speaks, the battle
listens.
- Tier 2: The aura also grants +1 to hit.
- Tier 3: Rally (Action, 1 Stamina): allies within 30 feet regain
1 Vigor.
- Tier 4: Allies within 5 feet are immune to fear, and your Rally also
lets each ally reroll their next failed save this round.
- Tier 5 (Ultimate), Coordinated Assault: Once per combat (3 Stamina), as
an action choose one enemy: up to three allies immediately use their
reactions to attack it.
Ultimate Deed (Tier 5), Legend's Call: *Your words make the impossible
happen.* The dying friend stands. The broken line reforms. The impossible
charge succeeds because you said it would.
14. CHAMPION (Heart), Honorable Duelist
Challenge (Free action plus passives)
You gain +1 to hit while exactly one enemy is within 5 feet of you. Once per
round, choose one enemy within 30 feet: it must make a Heart save or be able
to target only you until the end of its next turn.
Deed (Tier 1), Marked Prey: This one is yours. Everyone knows it. Lock
eyes with a single enemy. They cannot ignore you. They cannot flee you.
Between you and your mark, nothing else exists.
- Tier 2: On a failed save you also have advantage on attacks against it.
- Tier 3: Your single-combat bonus becomes +2 to hit. A challenged enemy
cannot willingly move away from you.
- Tier 4: Mark: an enemy that fails its save is marked for the whole
combat: it cannot leave your reach, has disadvantage against others, and
you have advantage against it.
- Tier 5 (Ultimate), Irresistible Challenge: Your Challenge needs no save
against enemies of your level or lower. When you drop a marked enemy,
remove 1 of your wounds.
Ultimate Deed (Tier 5), The Only Enemy: *Between you, nothing else
exists.* The world fades. Only you and your opponent remain. The duel
transcends the battle.
15. PALADIN (Heart), Holy Warrior
Divine Smite (Free action, 1 Stamina, plus passives)
You gain +1 crit range against profane enemies. Once per turn when you hit
with a melee attack, spend 1 Stamina to smite: the hit deals +1 wound against
a profane creature, or strips all the target's Vigor otherwise.
Deed (Tier 1), Divine Moment: *For one heartbeat, you are the instrument
of something greater.* Light erupts. Darkness recoils. Purify, banish,
terrify, or absolve.
- Tier 2: Lay on Hands (Maneuver, 1 Stamina): touch a creature; it
regains 2 Vigor (over its cap, up to cap + 1) or removes 1 wound if you
spend 2 Stamina instead.
- Tier 3: Your smite deals +1 wound against any target, once per combat.
- Tier 4: You are immune to disease, and allies within 5 feet have
advantage on saves against fear and charm.
- Tier 5 (Ultimate), Smiting Judgment: When you smite a profane creature
of your level or lower (3 Stamina), it must make a Heart save or be
destroyed.
Ultimate Deed (Tier 5), Avatar of Judgment: *For one moment, you ARE the
divine.* Your eyes glow. Your voice thunders. Lesser beings fall to their
knees.
CUNNING TREES
16. ASSASSIN (Cunning), Precision Striker
Sneak Attack (Passive plus Action)
While you have advantage on an attack or the target is surprised, your crit
range improves by 1.
Deed (Tier 1), Killing Stroke: The death that was always waiting. A
turned back. A dropped guard. Your strike lands exactly where it does the
most damage.
- Tier 2: Your attacks ignore Vigor against surprised targets.
- Tier 3: The sneak crit bonus becomes +2. Study Target (Action,
2 Stamina): choose an enemy; your next hit against it this combat is
automatically a critical hit.
- Tier 4: ALL your attacks ignore Vigor entirely.
- Tier 5 (Ultimate), Death Strike: When you hit a surprised enemy of your
level or lower (3 Stamina), it must make a Body save or die.
Ultimate Deed (Tier 5), No Witnesses: *The perfect kill is the one no one
sees.* Silence the target before they scream. The assassination never
happened.
17. SKIRMISHER (Cunning), Mobile Fighter
Hit and Run (Passive suite)
You gain +5 feet speed. When you hit with an attack, you may move 5 feet
without provoking.
Deed (Tier 1), Ghost Step: You were there. Now you're not. Simple.
Between two guards. Past a closing door. Out of the explosion.
- Tier 2: Opportunity attacks against you have disadvantage.
- Tier 3: +5 feet speed (total +10) and you ignore difficult terrain.
Evasive Maneuver (Reaction, 1 Stamina): when an attack hits you, move
up to 15 feet without provoking.
- Tier 4: When you move 20+ feet before attacking, gain +1 to hit and
your hit strips 1 extra Vigor.
- Tier 5 (Ultimate), Devastating Charge: When you move 20+ feet before
attacking, you may also make one attack against a different enemy you
passed during that movement (once per round).
Ultimate Deed (Tier 5), Everywhere and Nowhere: *They can't hit what they
can't track.* They swing at afterimages. You strike from angles that
shouldn't exist.
18. OPPORTUNIST (Cunning), Reactive Striker
Punish Openings (Passive suite)
Your opportunity attacks also trigger when an enemy within your reach attacks
one of your allies, or moves within your reach, in addition to the normal
leaving-your-reach trigger. When you are out of reactions, you may spend
1 Stamina to make an opportunity attack anyway.
Deed (Tier 1), Perfect Opening: *Every mistake is a gift. You never
refuse gifts.* See an opening that doesn't exist yet, and create it.
- Tier 2: You have 2 reactions per round.
- Tier 3: Your reach increases by 5 feet.
- Tier 4: Enemies hit by your opportunity attacks have their speed
reduced to 0 until the end of their turn. When an opportunity attack hits,
you may make another against a different enemy in reach (costs a reaction).
- Tier 5 (Ultimate), Max Reflexes: You have 3 reactions per round. As a
maneuver (3 Stamina), your opportunity attacks cost no reactions this
round.
Ultimate Deed (Tier 5), Turn Everything Against Them: *Their action
becomes your advantage.* The swing becomes your parry. The charge becomes
your trip. Whatever they do, it works out for you.
FATE TREES
19. FORTUNATE (Fate), Luck Manipulator
Fortune's Favor (Passive suite)
When you roll a natural 1 on an attack, reroll it. When you score a critical
hit, regain 1 Stamina.
Deed (Tier 1), Impossible Luck: *Coincidence is just fate pretending to
be random.* The chandelier falls. The floor gives way. It just happened.
- Tier 2: Bend Luck (2 Stamina, once per round): turn your miss into
a hit, or a hit against you into a miss.
- Tier 3: +1 crit range. You have advantage on initiative.
- Tier 4: When you spend Fate to reroll and the new roll is a critical,
it deals +1 wound.
- Tier 5 (Ultimate), Twist of Fate: Once per combat (2 Stamina), choose
one this round: all saves your allies make have advantage, or all saves
enemies make have disadvantage.
Ultimate Deed (Tier 5), Retroactive Fortune: *It turns out that already
happened differently.* The poison you drank was actually the antidote.
Rewrite what just occurred. It was always lucky.
20. DESTINED (Fate), Unkillable Hero
Fate Intervenes (Triggered, 1 Stamina, plus passives)
While dying, your d20 rolls succeed on 19-20. Once per combat, when you would
take the wound that drops you, negate it.
Deed (Tier 1), Fate's Mandate: What is meant to happen will happen. The
blow that should kill misses. The rope holds. The story was always going this
way.
- Tier 2: When Fate Intervenes triggers, regain Vigor up to your cap.
- Tier 3: When your death timer would expire, you stabilize instead of
dying (you remain unconscious).
- Tier 4: You are immune to instant death effects. Inevitable
(Maneuver, 1 Stamina): your next attack this turn automatically hits (no
roll, so no critical).
- Tier 5 (Ultimate), Death Denied: If you die in combat, you return to
life one day later with one open wound slot, as long as your corpse remains
intact.
Ultimate Deed (Tier 5), Rewrite Destiny: Change someone else's fate.
The ally who was destined to die survives. Reach out and alter another's
thread.
21. INQUISITOR (Fate), Bane of Profane
Holy Wrath (Passive plus Action)
You gain +1 crit range against profane creatures. Once per turn when you hit
a profane creature, it must make a Fate save or be unable to approach you and
have disadvantage on attacks against you until the end of its next turn.
Deed (Tier 1), Banishment: *Profane things do not belong in this world.
You remind them.* A ghost recoils. A demon flinches. The undead remember what
death means.
- Tier 2: Turn Profane (Action, 2 Stamina): profane creatures within
30 feet make a Fate save or flee for 1 minute; creatures above your level
have advantage on the save.
- Tier 3: Creatures that fail your Turn Profane also take 1 wound.
- Tier 4: The crit bonus becomes +2 against profane creatures, and your
weapons count as magical against them. Creatures that fail Turn Profane by
5+ are destroyed if they are half your level or lower.
- Tier 5 (Ultimate), Consecrate Ground: As an action (3 Stamina), create
a 30-foot zone centered on you for 3 rounds: profane creatures inside have
disadvantage on attacks and cannot regain Vigor.
Ultimate Deed (Tier 5), Divine Judgment: *Pronounce sentence on the
abomination.* Speak the creature's doom. Lesser profane beings are destroyed.
Greater ones know true fear.
PART 4: MYSTIC TREES
MAGIC UNDER THE WOUNDS SYSTEM
The spell, prayer, litany, jutsu, and discipline entries in this book are
written natively in wound currency. This table is the design standard they
follow, and the conversion reference for anything you import from other KING
material:
Spell Damage
| Spell Tier | Single target | Area |
|---|---|---|
| 1–2 | 1 wound | condition or 1 Vigor stripped from each |
| 3 | 2 wounds (save: 1) | 1 wound each (save negates) |
| 4–5 | 2 wounds (save: 1) | 1 wound each, 2 on a failed save |
Prayers use their stack count as the tier. Alchemical items use item tier.
Psion disciplines use discipline tier. Where older text lists dice, they
describe how the effect wounds; roll nothing.
Healing
- Healing that listed 10 or less Vitality: the target regains 1 Vigor.
- restore that listed more than 1 Vigor, or that names mending flesh
and bone: remove 1 wound.
- Revival and resurrection effects: unchanged.
- Effects that reduced maximum Vitality: seal one wound slot instead
(the slot reopens when the effect ends).
Everything Else
- "X Vitality" barriers, summons, and constructs: give them wounds by role
(Part 7): flimsy = 1, sturdy = 2, fortress = 4.
- Damage over time: 1 Vigor stripped per round; a wound only on a failed
save when first applied.
- Self-damage costs ("take X damage"): lose 1 Vigor, or take 1 wound if the
listed number exceeded 10.
- Save DCs: always the caster's tier DC (11/13/15/17/19).
> IMPORTANT: Martial Trees and Mystic Trees are mutually exclusive. You must choose one path.
>
> - Each Mystic ability costs 1 martial point + 1 skill point
> - This leaves only 1 skill point per level for Skill Trees (compared to 2 for martial characters)
> - Skill Trees are available to both martial and mystic characters
MYSTIC STRUCTURE:
All 6 Mystics follow the same point structure but have completely different mechanics:
12 Abilities: 1 martial + 1 skill point each (12 martial + 12 skill total)
3 Ultimates: FREE choices at 4, 8, and 12 abilities
At Level 10: 12 martial + 20 skill points available
MYSTIC SCALING:
Each Mystic uses their Mystic level (abilities purchased in that tree, 1-12) for their mystic abilities, unless otherwise specified.