Overview
People capable of ‘whispering’ to spirits and making contracts with them. Whisperers are spellcasters capable of making a pact with a variety of spirits types.
Their core Features are dependent on the Tenets chosen, which means Whisperers have the most variation of any class. Tenets determine the rules they must follow in order to either gain boons called Virtues or else, face curses which they can avoid using Confessions.
Whisperers cast with either Skills#Mysticism, Skills#Persuasion or Skills#Cunning depending on Archetype.
Starting Kit
Gear
- Civilian Jeans, Civilian Jacket
- Scrying Orb or Spirit Totem
- 3 Spell Scrolls +1: Blank
- Choose a 1st level spell to imbue into each scroll.
- 40 Credits
- Spirit Anchor
Talents
- +4 Null Spells from your #Arcane Schools.
- +2 1st level Spells from your #Arcane Schools.
- +1 Proficiencies#Recreational Tools
- +6 Skills#Mysticism, Skills#Persuasion or Skills#Cunning
- (2:2) Steps
- +2 to 6 Skills to your chosen Secondary Skills
Arcane Schools
This Class' Arcane Schools are determined by their Tenets.
Level Ups
Combat Proficiency Upgrade
- Granted by Tenets
Minor Combat Proficiency Upgrade
- Granted by Tenets
Support Proficiency Upgrade
Primary Skill Upgrade
- 5 Skill Points
- Skill Bonuses: +2 Harness Skill, +2 (Choose 2 Skills as Primary Skills excluding Harness Skill)
Secondary Skill Upgrade
- 6 Skill Points excluding Skills from PSU
- Skill Bonuses: +1 (Choose 6 Skills as Secondary Skills excluding Harness Skill)
Attribute Upgrade
Pact Amendment
- Pact Amendments represent a Whisperer gaining enough experience to exert some control over their Pact. Amendments allow Whisperers to manipulate their Pacts to their advantage.
- Gain Features from your Pact Amendment Archetype of that level.