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Pilgrim

Novice

Upgrade: Have all 8 attribute slots on your adventurer mat filled with stats and skill lines.

Innate Ability: All trainers in townTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a Town Icon result on the unstable die while at an unstable landmark (see Traveling Caravans). populate 1 additional skill line.

Tenacity CostNameAbility
1Gilded FingersDiscardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. 1 Common Item Icon. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., draw 1 Common Item Icon.
1ExploiterDrain an availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. skill die. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. yourself for HP equal to the die's level +1.
2DiplomatInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: During a townTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a Town Icon result on the unstable die while at an unstable landmark (see Traveling Caravans). encounter, if the current town has an inn, 1 adventurer may take an inn town action for free.
3WayfarerRandomly draw any 1 unused class sheet. You may then trigger any 1 of its non-enduring/non-interrupt abilities. Alternatively, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP and deal 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. to an adjacent enemy.
4PrecisionDeal a targetable enemy 2 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. for each level 4 skill die you have trainedTrainedAll skill dice that have been added to your character mat are considered to be trained..

Master

Innate Ability: Gain 2 tenacity whenever you train a non-Combat skill die.

Tenacity CostNameAbilityUpgrade effect
1Gilded FingersDiscardDiscardCards are discarded to a separate discard stack. Dice return to the supply. Defeated enemy chips go to a defeated enemy stack. Other chips go to the appropriate draw bag or supply. 1 Common Item Icon or Legendary Item Icon. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., draw 1 Common Item Icon.Allows discarding Legendary Item Icon
1ExploiterDrain an availableAvailableAvailable dice are the dice in your attribute rows that you can currently roll. skill die. ThenThenIf an ability says you "do X then do Y", X is considered a cost and must be paid before you can perform Y., healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. yourself for HP equal to the die's level +1.
2DiplomatInterruptInterruptTriggered according to its text's timing, either during a unit's turn or outside battle. If another ability or game effect would be resolved, the interrupt ability is resolved first. If 2 interrupt abilities would be resolved at the same time, the party decides which ability is resolved first.: During a townTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a Town Icon result on the unstable die while at an unstable landmark (see Traveling Caravans). encounter, 1 adventurer may take an additional available town action for free.May take any town action, not only an inn one
3WayfarerRandomly draw any 1 unused class sheet. You may then trigger any 1 of its non-enduring/non-interrupt abilities. Alternatively, healHealingHealing a unit allows it to recover the specified amount of HP chips. A unit cannot heal in excess of its Health stat. for 1 HP and deal 1 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. to an adjacent enemy.
3Keen EyeEnduringEnduringDoes not require tenacity to be spent. Instead, it is active while your tenacity is equal to or greater than the required value. The ability is no longer in effect if your tenacity drops below this number.: After you defeat an enemy that has enemy skills: StealStealWhen this unit determines a target, roll 1 D6. If the result is greater than or equal to the target's current HP; that target discards a non-Consumable item from a ready slot. or ShatterShatterEach turn, the first time this unit is engaged by an adventurer who is not overtaxing a Weapon item, that adventurer must discard a weapon from a ready slot after the engage., draw 1 Legendary Item Icon.New
4PrecisionDeal a targetable enemy 2 true damageTrue DamageTrue damage cannot be prevented or reduced by abilities unless they specifically affect true damage. True damage ignores any bonus HP and reduces the unit's HP instead. for each level 4 skill die you have trainedTrainedAll skill dice that have been added to your character mat are considered to be trained..

FAQ

When using the Wayfarer class ability, can you choose an ability from Novice or Master side?

When you use this ability, you can choose the ability you use from either the novice or master side.

Source
info

When using the Wayfarer class ability, if I use the Warden's Feral Guardian ability to summon a companion, does it persist after battle?

Feral Guardian will persist until the end of session, or until it is defeated (it is not removed at the end of battle).

Source

Can you use Diplomat multiple times per town encounter?

No, interrupt class abilities can only be used once per timing.

Source