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Class record

Armiger

Utility

Tier
2
Difficulty
3 / 5
Main role
Utility
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Any class mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Appraise, Artifice, Magic, Stealth, Athletics or Art. You can exchange any skill point for 2 expertise points but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Fitness, Cunning, Reason, Awareness or Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Agility or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Armigers are those who follow a lesser-known path of the Wandering Witch, Chroma-Daria Lichtvog—a discipline cloaked in the folds of space rather than time. They are said to draw upon hidden realms between the mortal world and the heavens, forging tiny pockets of reality where their relics lie waiting. While others try to replicate this inter-dimensional craft through mere artificing, the mimicry cannot begin to understand the true nature of the world beyond the veil.

Stories speak of Armigers phantom thieves, making valuables disappear in the blink of an eye with sleight of hand. But in reality they carve out their vault in the emptiness between planes, shaping that space with will and technique. To the untrained eye, an Armiger seems to summon weapons out of thin air—one moment, their hands are empty; the next, they brandish whatever blade suits the situation. Scholars debate whether these conjurations come from raw sorcery or from the Witch’s ancient teachings, locked away in scrolls that vanish just as quickly as the vaults themselves.

Facing an Armiger in combat can be jarring, for they never truly run out of options. One weapon broken, another materializes. An opponent thinks them cornered—yet the Armiger draws forth an entire arsenal from nowhere, their weapons gleaming in starlight and swirling dust. In a single, fluid motion, they swap armaments as easily as drawing a breath.  An attack with a mace to break armor could suddenly become the pointed tip of a spear—a confusing dance that keeps opponents constantly on the defensive.

The best among them often walk unarmed with a calm confidence, knowing that whatever threat appears, they carry an arsenal in the blink of an eye. And though some see the Armigers’ ability as merely convenient, rumors persist of deeper secrets hidden in those dimensional pockets. For Armigers, it’s not just about storing trinkets—it’s about understanding the distance between worlds, that tenuous thread of reality and emptiness. No Armiger is ever truly disarmed—and perhaps thats what makes them fearsome.

Tactical guidance

Playing Armiger

An armiger's primary strength in combat lies in their versatility through the items stored in their Dimensional Armory. As such, the most difficult part of being an Armiger comes before the battle starts in how you fill it up.

The dimensional armory gives a lot of extra burden you can work with, allowing you to retrieve them quickly through Fast Dimensional Equip. This does cost either mana or RP, both valuable combat resources. Using it with RP allows you to change the weapon midattack, giving you options such as changing to a different damage type or swapping to a katana for the extra crit. The 0 AP swap can also be helpful in letting you alternate between melee and ranged combat without losing any AP.

With Full Dimensional Equip, you can change your armor easily alongside your weapon. This gives an Armiger an unusual advantage in being able to swap their armor to fit the situation, where normal people are stuck with their choice even if it's less optimal.

Armiger's out of combat utility comes from Send To Armory. The armory can hold any sort of item, allowing you to steal or hide things with no risk of what you took ever being found. It has little use in combat, though if an enemy ever drops a weapon to switch to a different one, you can ensure they can't pick it back up.

Armiger

Class features

Abilities unlocked

Complete rules for every ability granted by Armiger.

Class feature

Benefit 1

You can create a pocket dimension with Dimensional Armory. Creating the pocket dimension and establishing its door takes 1 week and costs 1 errand point. The entry point can be any regular door that you fit through. When the creator opens this door, they can decide instead to access the Dimensional Armory, which is a 15ft x 15ft closet. This closet can hold up to 6 Burden worth of items. Some magic items can be rejected by the dimensional armory (GM’s discretion), such as Divine Arms not bonded to you. If the owner of a Dimensional Armory dies, everything inside of it appears in the next unoccupied space possible next to the owner.

Benefit 2

Any burden reducing items (such as an alchemy rig) in the armory have no effect.

2 AP1 MP
Range
Touch
Keywords
Spell

You touch an item not held or carried by another creature and immediately teleport it to your Dimensional Armory into an unoccupied space (if there is room).  If there is no space the spell fails.  Some magic items can be rejected by the dimensional armory.  Living creatures cannot be teleported into the Dimensional Armory.

OverchargeYou spend 1 minute instead of 2 AP, reducing the mana cost by 1.

Requirements

You have a Dimensional Armory active.

0 RP1 MP
Range
Self

You summon an item from your dimensional armory into your hand. You can also send a held weapon (not wielded or carried by another creature) under your full control to your Dimensional Armory and swap it with another from your Dimensional Armory.  

You may use 1 RP to activate this ability. If you do, the Mana cost is reduced by 1.

Requirements

You have a Dimension Armory active.

No listed cost

Your burden limit for your Dimensional Armory is increased by 4.  Ahead of time, you designate one armor, one cloak and one weapon/shield or two weapons or one two-handed weapon that are inside of your Dimensional Armory as a “dimensional set”, this process takes 15 minutes of concentration.  You can only have one dimensional set at a time.

0 AP1 MP
Range
Self

You swap your armor, cloak and weapons currently wielded with a dimensional set.  The weapon and armor you had equipped as you used to this ability become a Dimensional Set, allowing you to switch back to it.

Requirements

You have a Dimensional Armory active.