Classes

Player Characters have a Class which represents their training and combat style. Each class includes a suite of powers and abilities a character can access. Additionally, each class prescribes to certain principles and ideals that can impact your character's decisions and choices. Below is a brief description of each of the available character classes. As you read through them, choose one you find interesting or which most closely matches your character concept.

Class Descriptions

A character’s class represents the core training it has undergone. Classes help define the role a character will play and serve as a basis for future training. Once chosen, a character remains a member of their class for their whole career. Once you have selected a class for your character, record your choice on the character sheet.

Barbarian

Barbarians lead primitive and savage lifestyles that train them to be ruthless combatants. What they lack in technique, Barbarians make up for in brute force. They are known for their short tempers, attacking with single-mindedness and leaving little concern for their personal well-being. Hailing from a more primitive lifestyle, Barbarians typically grow up in nomadic communities without much formal training.

Cleric

Clerics devote themselves to the cause of a deity or ideal, serving to further the goals of their order through their deeds and actions. While they will always find camaraderie among others of their order, Clerics often ally themselves with adventuring parties whose goals align with their own. A Cleric's abilities are fueled by his connection to the divine, and should he ever stray from his path (and his faith will likely be tested), those abilities can be stripped from him.

Fighter

Fighters are weapons specialists, focusing in melee or ranged combat (or some combination of both). While fighting styles are varied, all Fighters become masters of armed combat, honing their skills to protect their allies and vanquish their enemies. A fighter's power comes from disciplined training and the development of complex fighting techniques to weaken and disable their opponents. A fighter's background can be quite varied. While some fighters are highly loyal and disciplined, trained as guards or soldiers, others can are more independent, serving as thugs or mercenaries.

Monk

Monks are disciplined martial artists and spiritual seekers. They master their bodies through rigorous training and meditation, gaining powers that defy the physical world. Monks can strike with blinding speed, parry and dodge attacks with uncanny precision, and even harness their inner life energy, known as Qi, for incredible feats of strength and agility. They often come from secluded monasteries, but not all monks share this background. Some learn their skills on the streets, or by turning inward and finding peace within themselves. Regardless of their origins, all monks possess an indomitable will and unwavering dedication to their discipline.

Paladin

Paladins are Holy champions and protectors of light and order. While characters of other classes can exist in any alignment, Paladins are always Lawful Good characters, conscripted with the responsibility of protecting all that is just, upholding the law, and ridding the world of evil. Paladins draw their power from the Divine, but are more combat oriented then Clerics. Paladin's are often referred to as divine fighters, focusing their energies on combative prayers and imbuing their weapons with Divine Energy. Known for their ability to call upon the strength of their deity to smite the wicked, a Paladin's dedication to their faith must be unyielding.

Rogue

Rogues are the thieves, cheats, and sneaks of the adventuring world. Rogues typically wait for the opportune time to strike, either attacking from a hidden position or while their enemy is distracted. They are usually practiced in the art of deceit, can pick pockets and locks with ease, and often have a somewhat questionable sense of morality. Their affinity for stealth and finding traps makes them great scouts, though they have been known to pocket items of value when their comrades aren't looking.

Ranger

Rangers are the skilled hunters and survivalists of the wilderness. Uniquely attuned to the natural world, they excel in tracking beasts, navigating rough terrain, and utilizing their surroundings to their advantage. Rangers are adept at both ranged and melee combat, often employing a blend of the two, and some are renowned for their bond with a chosen animal spirit that assists them in battle.

Sorcerer

Sorcerers are natural born Eldritch casters, inheriting their magical affinity through ancient arcane bloodlines or similarly extraordinary ties. Though sometimes Sorcerers emerge from magically inclined backgrounds, they are most often born into mundane families and communities. Because of this, they are often ostracized as youths, exhibiting powerful abilities they cannot control or understand. Many Sorcerers choose adventuring as a way to develop and learn more about their abilities.

Wizard

Wizards are dedicated students of Eldritch magic, spending a good portion of their lives studying and acquiring spells. In addition to mastering their favorite spells, Wizards have the unique ability to cast any spell from their spellbook, given suitable time to study and memorize the text. The versatility of these learned casters can give them the upper hand in just about any situation, provided they've had proper time and knowledge to prepare. Wizards often attend elite mage schools and academies, or have a trusted mentor from which they learn their craft.

Class Components

In this section you'll find descriptions of some aspects of your character's class. In addition to what's described below, a character's class influences Skills, Hitpoints, Resolve & Stamina totals, and more.

Class Features

Class Features are extra abilities that set your character apart from characters of other classes. These features can include everything from unique powers, benefits to enhance various aspects of your character, and the addition of bonus powers that your character can choose. For example, Paladins gain the "Lay on Hands" ability, allowing them to channel divine power into healing and assisting their allies. Rogues have the "Backstab" ability which allows them to deal more damage to opponents who are distracted or unaware of the Rogue. The Cleric can choose Divine Spheres, representing the teachings he follows and granting him extra prayers and abilities. The Wizard gains the ability to Memorize spells, allowing him the versatility to choose which spells he wants to memorize and use in a particular day.

Some class features are gained right away at first level, while others are gained at later levels, as a character progresses in training and experience. Take note of your character's first level Class Features in the "Features, Traits, and Languages" section of the character sheet.

Philosophy & Discipline Training

Your Class grants you access to a Class Philosophy (in addition to the Physical and Mental philosophies granted from your Race). Philosophies represent the source of most of your character's powers and abilities and determine how your character trains and what he strives to improve. The Martial Philosophy, granted to Barbarians, Fighters, Rangers, and Rogues, includes a variety of weapon, ranged, and hand-to-hand combat techniques. The Divine Philosophy, granted to Clerics and Paladins, channels the power of the gods to protect allies and overcome foes. The Eldritch Philosophy, granted to Wizards and Sorcerers, contains a multitude of spells to create anything from complex illusions to giant bolts of lightning.

Each Philosophy contains Disciplines, which represent different schools of training within the philosophy. Your Class grants access to a selection of those disciplines, in some cases granting a choice of several, and in others a specified list. Philosophy Ranks and Disciplines, and how to choose them, are described in more detail in the Philosophies & Powers section.

Combat Training

Every Class grants bonuses in the form of Combat Training. These bonuses are granted by level and can be predetermined, or may be chosen from a short list. You'll find a table listing your character's combat training possibilities on each Class page. At first level, your Combat Training choices are likely predetermined.

There are 7 different types of Combat Training, which increase your character's attacks (Melee Weapon, Ranged Weapon, or Casting) or defenses (Parry, Fortitude, Relfex, or Will), and are described in more detail below. Record your character's first level combat training in the Combat Training section of the character sheet.

  • Melee: Grants a bonus to Melee Weapon and Physical Attacks.
  • Ranged: Grants a bonus to Ranged Weapon Attacks.
  • Casting: Grants an bonus to all Cast Action attacks.
  • Parry: Grants a bonus to Armor Class (AC) and Touch defenses.
  • Fortitude: Grants a bonus to the Fortitude (Fort) defense.
  • Reflex: Grants a bonus to the Reflex (Ref) defense.
  • Will: Grants a bonus to the Willpower (Will) defense.

Weapon & Armor Proficiency

While your character's race may grant you access to some weapons, proficiency with most equipment is granted by your class. All weapons have a rank (between one and four) indicating how difficult they are to wield. Your class may grant proficiency in a selection of weapons of a specific rank. Sometimes you are allowed to choose weapons with which you are proficient, while other times you are given proficiency in all weapons of a specific group or subgroup and a specific rank. For example, Rogues gain proficiency in all Rank 3 Daggers, while Paladins may choose any six Rank 3 weapons with which to gain proficiency. Generally speaking, those classes more highly focused on weapon training will have proficiency in a greater number of weapons. Record your Weapon Proficiencies on your Character Sheet.

Armor and shield proficiency is also granted by your class. Armor and shields are given a rank (between one and eight for armor and one and three for shields), which indicates the level of training required to use them effectively. Generally speaking, the higher the rank of armor or shield that you use, the more protected you become. However, the heavier the armor (as higher rank armors tend to be) the more difficult the equipment is to use and the more it hampers your movement and abilities (putting a penalty on movement and physical active skills). Record your Armor and Shield Proficiencies on your Character Sheet.

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