Dungeon Realm: Classes

by unspeakable on Jun.08, 2010, under Dungeon Realm

Dungeon Realm Adventurers are many and varied.  In the old ages, they were categorized by fighter, rogue, wizard, and priest.  Those times are over now, and there are a bevy of specialized individuals who mix those old definitions or create new niches entirely for their particular brand of talents.

In the pages to follow, you’ll find an overview and basic stats of each of the current 36 classes.  Note that these may be altered and expanded upon.  As interest is shown in a particular class, actual level advancement stats will be posts here.  Listed later on this page is a Table of Contents to quickly reference those classes, as well as a description of some of the abbreviated terms you’ll find there.

Table of Contents

Acrobat Alchemist Assassin Barbarian
Bard Beastmaster Caller Cleric
Cyclomancer Cynosure Diabolist Druid
Geomancer Gunslinger Gypsy Heretic
Hydromancer Mechanic Mage Monk
Necromancer Ninja Paladin Psychomancer
Pyromancer Samurai Savage Scout
Shadowblade Shaman Shifter Sorcerer
Stalker Thief Warrior Wild Mage

Class Stat Definitons

Races: This is a list of Races eligible for a given Class.

Type: This is a basic categorization of the Class’s role, such as Fighter, Rogue, Wizard, Priest, etc.

ATT: Base ATT bonus, Low (+1/LV), Medium (+2/LV), or High (+3/LV)

DEF: Base DEF bonus, Low (+1/LV), Medium (+2/LV), or High (+3/LV)

HP: A die type, for Hit Point advancement.

MP: A die type, for Mana Point advancement.

EP: A die type, for Endurance Point advancement.

(W) Weapons: Low, Medium, or High.  The weapons usable by the Class.  Each Class has a specific list of usable weapons.  Wielding a weapon not on this list incurs a penalty and may prohibit some Class Abilities.

(A) Armor: Light, Medium, or Heavy.  Armor usable by Class.  Wearing armor not usable by your Class incurs penalties and bulls certain Class Skills. 

(M) Magic: A list of magical subschool aptitude, if any.  These are the subschools of spell you can learn, and the Magic Skills you can put Ranks in if you wish.

Skills: Low (4), Medium (8), or High (12).  These are the freely distributed Skill Ranks you can assign each level.  In addition, each Class has specific Skill Categories it gets bonus Skill Ranks in each level (2 for S Skills, 1 for Combat and Magic Skills).

Special: A brief outline of the Class’s focus areas.

Basic Info: A synopsis of the Class and its specialty.

Character Building: Advice for making an effective character.


Acrobat

Races: Human, Elf, Gnome, Gremlin, and Raptorkin

Type: Rogue/Fighter, Utility ATT: M DEF: H HP: d6 MP: d4 EP: d12

(W) L (A) L (M) None

Skills: Med: Sleuth, Sport, some Survival some Social

Special: Super Acrobatics, Juggling, Combat Evasion, Multiweapon Fighting

Basic Info: The Acrobat is a combination fighter/rogue/monk.  They perform best with a limitted amount of equipment, being capable of either insane physical feats or JohnWu action movie bullshit in melee.  Their signature move is Juggling ranged weapons launched at them back at their attackers.  Whereas typical Thief rogues spread out their Skills and focus on larceny and double-dealing, the Acrobat rogues are all about martial arts and pushing their racial limitations to the edge for crazy physical stunts.  They exclusively use EP, and MP only exists to not run out.  The best thing about Acrobats is that they run and scurry over most terrain, and can fill in for both rogues in a physical puzzle or fighters in a group fight (even without weapons, thanks to martial arts).  The worst thing about Acrobats is that they’re hardly cerebral, often find themselves useless in social settings, and have a very restricted list of which magic weapons they give a damn about.  Either way, if you’re in the Dungeon or need someone quick on their toes, Acrobat is your lady.  Being in peak physical condition, they also have the best EP to go around.

Character Building: AG is an absolute must, followed by your choice of FT, ST, or DX.  The CN score only matters if you want to take things into the ranged-combat field.  Your EP will be high, so don’t be afraid to take EP Talents or use plenty of physical abilities.  This will be your infiltration class if you have no other rogues, and while they’re not so good with traps (they won’t find or disarm them, but they’ll dodge them), they’re extremely athletic and can be as unseen as a fly.  Best combat is Spears or Thrown.

Alchemist

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Caster, Item Management ATT: M DEF: L HP: d6 MP: d10 EP: d4

(W) L (A) L (M) High – Air, Artifice, Calling, Concoction, Conjuring, Dimension, Divination, Earth, Fire, Geometry, Healing, Illusion, Metamagic, Protection, Transmutation, Water

Skills: Low: Smarts, Magic, some Sleuth

Special: Spells, Potions, Grenades, Magic Items

Basic Info: The Alchemist is a caster class that qualifies as a ‘Heavy Wizard;’ that is, they get a wide selection of spells and can fill multiple utilitarian roles in a party.  Unlike many arcane casters, the Alchemist can learn Healing spells, which is a big bonus.  More than anything, the Alchemist specializes in creating magic items for the rest of the party, including buff potions and deadly grenades.  An Alchemist can fill in as a weak elementalist, learning a little bit of every useful magical school.  They also are keen gadgeteers, with the ability to repair gear or outright create objects from nothing.  The best thing about Alchemists is that they can distill and stockpile their magical effects for a massive onslaught against a major encounter, and perform magical effects neglected by many more specialized schools (even standing in for a ‘medic’).  The worst thing about Alchemists is that in order to truly unlock their full potential, you need to either spend a lot of money, or have access to a major town (and thus a stocked laboratory).  Either way, if you’re only going to have one arcane caster in your party, an Alchemist makes a great multi-ability individual who can cover many bases.  If you have any aspirations as to Crafting magical treasures, he’s a must.

Character Building: Give the Alchemist a high IQ, and in close second come WL and DX (for making and throwing things). Remember, to use many alchemical grenades effectively, a high Rank in Thrown (or high DX in general) won’t hurt.  The Smarts skills you choose will determine which Paths are available, and what sort of abilities (aside from Spells) you’ll gain the most from.  Alchemists specialize in acid, gasses, and poison.  Finally, with the absence of a rogue in the party, an Alchemist can devote his engineering knowledge toward trapfinding and removal, and mechanical puzzle solving, but that will detract from the more useful arcane Skills (themselves opening up possibilities for making your own items or craziness in combat).

Assassin

Races: Human, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Lethal Rogue/Fighter ATT: M DEF: H HP: d8 MP: d4 EP: d8

(W) M (A) M (M) None

Skills: High: Sleuth, Sport, Survival

Special: Sneaking, Poison Use, Sniping, Instagibs, being an asshole.

Basic Info: The Assassin is the classic fighter/rogue that forgoes Magic or Social skills in favor of various Combat Maneuvers and generally being a better combat Class.  Depending on the Path you choose, you can be lethal with Blades, Lashes, Thrown attacks, Bow or Fired attacks (including Guns), or specialize in Paths like Brawler martial arts, various Poison use, or Classic one-off deathtrap machine maneuvers.  They’re fast, tough, and versatile.  The best quality about the Assassin is its ability to sneak in and deal a lot of damage with one or two hits (or tag someone with a lot of damage from afar).  The worst quality is that when he’s surrounded or otherwise in the thick of combat, he loses many of his sneaky benefits and has to act as a second-string fighter.  Either way, the Assassin is better than most fighter/rogues in that he has an array of useful Skills while being deadly face-to-face, and doesn’t ever have to rely on MP.  The additional instagib abilities and Attack-Buffs never hurt.

Character Building: Give the Assassin a high DX, and depending on Path, either a high ST, AG, CN, or IQ.  They use EP exclusively for abilities, unless you acquire unique Talents (MP only exists to not suffer damage).  Use Assassins first before engaging foes in order to gain the upper hand or otherwise harrow quarry.  Assassins are as adept at sneaking as any other rogue Class, and excel at infiltration.

Barbarian

Races: Human, Caprin, Dwarf, Elf*, Gremlin, and Raptorkin

Type: Wild Fighter, Tank ATT: H DEF: M HP: d12 MP: d4 EP: d10

(W) H (A) M (M) None

Skills: Low: Combat (Melee), Survival, Sport

Special: Rage, Running, Toughness, Melee Destruction, Throwing Everything

Basic Info: Sometimes the simplest policy is the one that works, and for some, that means kickin’ down the door then kickin’ ass.  The Barbarian slices this out in spades.  The best thing about the Barbarian is that his methods are straightforward: deliver a ton of damage in a fit of chaotic rage.  The worst thing is that once engaged in combat, there’s not many tactical options for the Barbarian other than swinging his weapon as hard as he can.  Some Rage Paths offer thoughtful maneuvers, but overall he’s a pure tank.  Either way, a Barbarian is a figher-type you can root for, without all the meta-rule bullshit of his Warrior cousin, and just a payload of plain-old Clobberin’ Time.

Character Building: The Barbarian would most benefit from a high ST or FT.  DX and AG are not bad seconds, depending on weapon of choice, but realize most of the Barbarian’s true power shines in brutal melee.  Hit as hard as you can, as often as you can.  In a war of attrition, the Barbarian may hold up a combat or two, but he shines when he can just charge in and deliver a whopper of a death-sandwich.  In physical puzzles, the Barbarian is one of the best, and in combat he does the rest (before the Talent and damage bonus cascade of Warriors).  Barbarian is wild, untamed, unleashed badassery.

Bard

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: f/r/w/p, Buffs, Lore, Enchanter ATT: M DEF: M HP: d6 MP: d6 EP: d6

(W) M (A) M (M) Medium – Battle, Calling, Charm, Dimension, Divination, Healing, Illusion, Protection

Skills: High: Social, Sleuth, Smarts

Special: Music, Lore, Spells, Polyglot, Backup

Basic Info: Bards fill multiple roles, and are one of the ‘purist’ fighter/rogue/wizards.  They are receptacles of various bits of information, from ancient histories to local gossip.  They’re musicians, and thus notorious romantics and conmen.  A Bard is an adequate fighter, has the survivalist and larcenous skills of a tramp, and dabbles in the various arcane magics related to sound, enchantment, and buffs (not to mention the Healing subschool!).  The best thing about the Bard is that they know a little bit of everything, and can fill just about any role at a given time.  The worst thing about bards is that while they are a jack of all trades, they’re a master of none (except being a musician and scholar of epic poems).  Either way, the Bard is either a great party leader, or a great “fifth wheel” class, providing support in combat, dealing with social nuances in towns, and picking up a huge array of Lore.

Character Building: One of the hardest types of character to build are the ones that need high scores in everything, because they can potentially do anything.  Still, CH and IQ are probably the most important Bard Attributes for Skills and Spells.  A close follow up is WL, and then any other attribute that fits with your Bard’s preferred mode of combat (DX most likely).  Also, it shouldn’t be overlooked that QT with a Bard goes a long way.

Beastmaster

Races: Human, Caprin, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Mounted Fighter, Pets ATT: M DEF: M HP: d8 MP: d4 EP: d8

(W) H (A) M (M) Low – Animal, Healing, Plant

Skills: Med: Survival, Sport, Combat (Melee or Range)

Special: Mount, Animal Pals, Wilderness stuff

Basic Info: Similar in many respects to the Barbarian, Druid, Scout, and Shaman, the Beastmaster has an innate connection with the natural world.  He or she is a fierce fighter that develops a close relationship with a powerful mount, and an array of animal helpers (some utilitarian, like spies, while others are valuable combat allies).  They have a few spellcasting abilities, mostly to augment their animal companions or traverse the wild.  The best things about Beastmasters is that they are like a miniature party unto themselves, and can hold their own in the wilderness or any combat setting.  The worst things about Beastmasters is that they don’t do well in towns, their animal companions have upkeep, and there are more focused classes that can do the same thing they can, only better. Either way, whether you need a fighter, trailblazer, Conan-style infiltrator, or a quick-fix Healing spell, the Beastmaster (and his horde of pals) are choice company.

Character Building: A high ST or CN is a great start, with CH or WL as a follow up.  Decide early on whether you’d rather choose the Path of one powerful mount, of several powerful allies with a few tricks (and a standard mount), or a swarm of many-use allies but no mount and none particularly strong in combat.  Knowing if you’re a mounted fighter, part of a team ambush, or better off at range will determine which Attributes and Combat Skills to focus on.  Also, note any absences in the party dynamic you could fill in for with periphery Skills and Spells.

Caller

Races: Human, Caprin, Dwarf, Elf, and Gnome

Type: Magician, Summoned Pets ATT: L DEF: M HP: d6 MP: d10 EP: d4

(W) L (A) L (M) Medium – Animal, Calling, Charm, Conjuring, Dimension, Healing, Protection, Shadow

Skills: Med: Magic, Smarts, Survival

Special: Unique Summons, Capturing slain monsters to Call

Basic Info: Specializing in summoning magical creatures to aid you, the Caller is ready to fill multiple party niches.  Their magic is mostly utility and buff oriented, but what they lack in raw damage output, their stronger summons can make up for.  Callers can summon allies unique to them and stronger than typical Calling subschool creatures.  The best thing about Callers is that they add a few extra specialized party members to any encounter or situation, and their buffs often can be used on the regular party as well.  The worst thing about Callers is that by themselves, they’re a mediocre performer.  Either way, with the right array of allies, a Caller is ready for anything.

Character Building: A Caller’s CH is very important, as are other mental attributes like IQ and WL.  Make sure a Caller can provide aid to the party while avoiding direct confrontation.  At the beginning, it helps to have one or two good attack summons, for without them the Caller will be doing a lot of sitting back (unless, that is, you have a more refined strategy for utility summons).  Don’t hesitate to unsummon combat allies that are at risk of being rendered inert from HP loss; temporarily losing access to a summoned ally can be crippling at early levels. On the flipside, sometimes it’s a wise sacrifice to position summoned allies to distract larger threats so that the party can gain the advantage, or retreat, as access to blocked summons will return with rest.  Also don’t forget that your healing and buffs work just as well on the party.

Cleric

Races: Human, Caprin, Dwarf, Elf, Gnome, and Raptorkin

Type: Healer, Buffs, Holy Caster ATT: M DEF: L HP: d8 MP: d8 EP: d6

(W) L (A) H (M) Med – Calling, Conjuring, Celestial, Divination, Geometry, Healing, Metamagic, Protection, Shadow, (Plus one Bonus)

Skills: Low: Magic, Social, Smarts

Special: Holy guy.  Turn Undead, Special Domain ability, Defending the Faith

Basic Info: The classic healer/buff support class, Clerics are priests of a holy order.  Depending on the religion they follow, a Cleric gets several secondary abilities that create unique opportunities to explore a wide spectrum of utility.  And, because their spell lists do not typically include the ‘heavy-artillery’ area damage spells of wizards (and because their healing and buff spells often demand close proximity to party members), they are well suited for melee.  They can wear heavy armor, take a few licks, and deal a few back as well.  The best things about the Cleric is that as a champion of righteousness, they are treated well in towns (especially where they have a temple), and they are good melee casters.  The worst things about Clerics are that where their religion is not welcome they are equally alienated, and while they are good melee fighters, their weapon list is restricted by their oaths (often to not unnecessarily shed blood).  Either way, its always a good thing to have a mouthpiece of the Gods around (especially against undead)!

Character Building: Typically WL is the primary Attribute of Clerics.  Although it may be tempting to choose an atypical religion in order to skew Clerical abilities toward another class’s functionality (such as fighter, rogue, damage-dealing wizard, or something else entirely), such should only be done with consideration as to who is then going to fill the support role that so commonly falls to Clerics.  That being said, there is far more to being a Cleric than simply healing HP and removing conditions.  Remember that Clerics are universally “good;” no matter what religion they follow, a Cleric taps Celestial powers and fights in a crusade for righteousness.  If you’re looking for neutral nature worshippers or evil cultists, look to the Druid, Shaman, Diabolist, Necromancer, Shadowblade, or other classes.

Cyclomancer

Races: Human, Elf, Gnome, Gremlin, and Raptorkin

Type: Air Caster ATT: L DEF: H HP: d4 MP: d10 EP: d4

(W) L (A) (M) Med – Air, Battle, Calling, Dimension, Divination, Illusion, Madness, Metamagic, Protection

Skills: Low: Magic, Smarts, Sleuth

Special: Enhanced casting (Air).  Fast & Furious Mage.  Keep the battlefield crazy.

Basic Info: Also called Air Elementalists.  Cyclomancer special abilities, Spells, and tactics all observe several key points.  Firstly, their magic is all about speed, teleportation, and weather.  Cyclomancers are notorious for their wind-based TK powers.  Cyclomancers are fast and hard to hit.  Like all Elementalists, they have spells that alter the battle map.  They also get flying abilities faster than anyone else, letting them take to the air and raining down thunder and lightning.  Finally, Cyclomancers are deadly at ranged combat.  The best thing about Cyclomancers is that they can be anywhere they want to be, and zap foes from afar with expert precision.  The worst thing about Cyclomancers is that they’re a bit unstable, and if finally caught, can prove fragile.

Character Building: While WL is important for any caster, Cyclomancers also benefit greatly from AG and DX.  Ranged combat is where they excel.  With the lowest HP but the best accuracy of ranged damage spells, Cyclomancers are the snipers of the Elementalists.  Their damage types are electricity, force, sonic, and wind.  Try not to carry too much, as a Cyclomancer’s class abilities demand they be unencumbered.

Cynosure

Races: Human, Dwarf, Elf, Gnome, and Raptorkin

Type: Magical Brawler ATT: M DEF: M HP: d10 MP: d8 EP: d10

(W) L (A) L (M) Med – Battle, Charm, Dimension, Divination, Illusion, Healing, Protection

Skills: High: Combat (Melee or Range), Sport, Sleuth

Special: These are not the NPC’s you’re looking for.  Magic = Combat ftw.

Basic Info: One of the most mystic and misunderstood Classes available, the Cynosure is a magical monk, a physical adept that channels his aura to become better a vessel of pure will and spirit.  And also a badass fighter.  Called the eidolon, the Cynosure’s energy manifestation can become armor, weapons, or an array of magical effects.  Once an obscure order of philosophers that charged themselves with being universal diplomats (and the police force of the many dimensions), the secrets of the Cynosure’s ability to manifest an eidolon has filtered down through the ages and since been picked up and altered to suit a variety of cultures.  The best thing about Cynosures is that they’re amazing athletes that enhance themselves with magic, become fighter/rogue/wizards of deadly power who don’t need any weapons or armor whatsoever.  The worst thing about Cynosures is that when the MP runs out, they stutter and stagger back to common mortal status (and are often bereft of equipment)!

Character Building: Again, classes that perform a wide spectrum of abilities are some of the hardest to create due to the demand for all high scores.  The Cynosure is no exception, with its staggering 8 Paths.  Still, even if the Cynosure’s initial Attributes aren’t perfect, they have plenty of magic and class abilities that can make up the difference.  When all is said and done, your best Attribute placement depends on what Path you intend to pursue: Melee Big Smash (ST), Melee Dual Wield (DX or ST), Ranged Blast (DX or CN), Lash Construct (DX or AG), Shield Construct (DX or WL), Mentalist (WL or IQ), Telekinetic (WL or ST), or Jumper (WL or AG).  That being said, it appears ST, DX, and WL are the main contenders.  As with any class, other attributes certainly factor in, but ST & DX are combat heavy, and WL is good all around for magic.

Diabolist

Races: Human, Caprin, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Infernal Caster ATT: M DEF: L HP: d6 MP: d8 EP: d4

(W) L (A) L (M) High – Calling, Charm, Conjuring, Death, Diabolic, Dimension, Divination, Fire, Illusion, Madness, Protection, Shadow, Transmutation

Skills: Low: Magic, Smarts, Social

Special: Demonic Investments, Good spell selection.  Sell your soul for POWER.

Basic Info: A Diabolist is a nasty spellcaster that initially takes the angle of an evil priest, a Shadowrealm consort, some direct damage dealing, and even a few rogue abilities.  As they progress, their demonic nature comes to the forefront and can even turn them into a melee or ranged combatant!  The best thing about the Diabolist is that they always have another trick up their sleeves, and are customizable to be ruthless fiends.  The worst thing is that the more powerful they become, the more Monstrous and evil they are and more beholden they become to their infernal patrons.  Either way, a Diabolist is a terrifying opponent and a versatile (if vile) wizard/priest.

Character Building: A Diabolist’s primary abilities focus on spellcasting, with plenty of CH and IQ.  However, as a Diabolist acquires more Demonic Investments, they become a decent combatant.  Pick ST, DX, AG, CN, or even WL based on what Path of Demon you intend to pursue (melee, range, specialized affliction dealer, or enhanced spellcasting).  Diabolists eventually acquire imp servitors that act as familiars.  Remember, the freakier you get, the less you’ll be able to mingle in towns without Illusions or Charms.  Eventually you’ll have to take orders from a monster (until you can usurp your demonic possessor as the next big bad demon lord with a cult all your own).

Druid

Races: Human, Caprin, Elf, Gnome, and Raptorkin

Type: Nature Divine Caster ATT: L DEF: M HP: d6 MP: d8 EP: d6

(W) L (A) L (M) High – Air, Animal, Calling, Charm, Concoction, Conjuring, Divination, Earth, Fire, Healing, Metamagic, Plant, Protection, Water

Skills: Med: Magic, Survival, Smarts

Special: Nature mage.  Some shapeshifting, some animal pals.  Lots of immunities.

Basic Info: Druids are the naturalist middle ground between righteous Clerics and blasphemous Diabolists.  They have a large selection of spells, including the restorative and buffing characteristics of priests, and the elemental damage of wizards.  Most notable are a Druid’s animal companions, ability to change form into animals (and later other natural monsters), and score of immunities.  The best thing about Druids is that they have an excellent spell selection, host of class abilities, and do well in combat.  The worst thing is that while they are priestly in nature, they don’t have the support network of organized religions, and are outshined in later levels by classes that focus on one aspect or another (melee, spellcasting, shapechanging, animal companions, etc).  The one notable area Druids suffer in is their lack of spiritual access; no Shadowrealm powers.  Either way, the Druid does a lot of things and does them well, and in the wilderness is an unparallel guide and scion.

Character Building: The Attributes you choose ought to consider whether the Druid’s role is that of priest (with a focus on their awesome spellcasting array), melee combatant or rogue infiltrator (with their later acquired shapechanging), buff tactician with a flock of animal allies, or survivalist (being so closely attuned to nature and various terrain).  Like many wilderness Classes, Druid’s don’t need to worry about town proximity to access their higher powers.  Still, it’s important to note that because of their strictures of oath, they will not be using more advanced material equipment (relying instead on enchanted weapons and armor of Bone, Hide, Leather, Scale, and Wood).

Geomancer

Races: Human, Caprin, Dwarf, Elf, Gnome, and Gremlin

Type: Earth Caster ATT: M DEF: L HP: d8 MP: d10 EP: d4

(W) L (A) L (M) Med – Artifice, Calling, Conjuring, Divination, Earth, Geometry, Metamagic, Protection

Skills: Low: Magic, Smarts, Survival

Special: Enhanced casting (Earth).  Big and tough spellcaster.

Basic Info: Also called Earth Elementalists.  Geomancer special abilities, Spells, and tactics all observe several key points.  Firstly, their magic is all about toughness, terrain, stone, and metal.  Magnetism and constructs can also be manipulated by Geomancers, as they are keenly attuned to engineering of all forms from mechanics to architecture, and they have some of the longest memories of any scholars.  Like all Elementalists, they have spells that alter the battle map.  Finally, Geomancers are deadly in melee combat.  In battle, Geomancer elemental form is as formidable as that of an armored knight.  The best thing about Geomancers is that they can brawl with the beefiest of them and still have an impressive list of spells.  The worst thing about Geomancers is that so many of their damage-dealing spells are close range, and even the ranged ones lack elemental damage descriptors.  Either way, Geomancers are the undisputed juggernauts of the scholarly wizards, unwavering, unrelenting, and when it is necessary, brutal.

Character Building: While WL is important for any caster, Geomancers also benefit greatly from FT and ST.  With the highest HP but the shortest range, Geomancers are the brawlers of the Elementalists.  Their damage types are bludgeoning, force, magnetism, slashing, and piercing.  Don’t sweat the Dungeon; subterranean areas are where the Geomancer is truly in his element.

Gunslinger

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Ranged Fighter ATT: M DEF: H HP: d10 MP: d4 EP: d6

(W) M (A) M (M) None

Skills: Med: Combat (Range), Sport, Sleuth

Special: Shoot holes in everything.  Ranged specialty with guns.

Basic Info: Whereas the Scout is the master of ranged combat and wilderness areas, the Gunslinger is a master ranger with a decidedly urban flavor.  Few Classes are as proficient with firearms as the Gunslinger; they acquire special abilities that not only enhance the overall combat effectiveness of their guns, but their utility as well.  Gunslingers are often fighter-rogues archetypes, mingling with unsavory underworld elements to many degrees.  Gunslingers share a Mechanic’s aptitude toward technology, obviously focusing on firearms, but with a fare amount toward vehicles, traps, and devices as well.  The best thing about Gunslingers is that they can use the most powerful ballistic weapons available at the highest skill and minimal ammunition costs.  The worst thing about Gunslingers is that when they do encounter a problem, they need a city (or a skilled Smith or Mechanic) to fix their gear.  Either way, no one comes out on top of a shoot’m up better than a Gunslinger.

Character Building: Definitely rank DX and CN high on your Attribute list.  You’ll begin with your choice of a handgun or rifle, and won’t want for ammo, but new guns are generally harder to come by.  Make sure you invest Skills in fixing your gear, or you might find yourself with a regular ranged weapon and unable to take full advantage of this Class’s abilities.  Without a Mechanic proper, or a device-disabling Thief, a Gunslinger makes a good technologically-savvy stand-in for both cities and Dungeons.

Gypsy

Races: Human, Elf, Gnome, and Gremlin

Type: Buffs, Diviner, Rogue ATT: M DEF: H HP: d6 MP: d6 EP: d6

(W) L (A) L (M) Med – Animal, Charm, Concoction, Dimension, Divination, Healing, Illusion, Madness, Plant, Shadow

Skills: High: Magic, Sleuth, Social

Special: Sooth-sayin’, Curse layin’, spooky caster bard who will cut you with daggers.

Basic Info: Another multi-talented Class, the Gypsy are nature-oriented rogue/fighter/priests with an array of abilities.  Some hurl curses, some brew potions and poisons, others wield magical decks of cards, some acrobatically twirl through both beautiful and deadly dances, and still others have the ability to scry from afar or tell the future.  Most are adept dagger fighters, living the life of road performers, and this same trait makes all as worldly in Lore and larceny as any Bard or Thief.  The best thing about Gypsy is that they can fill just about any role and yet have their own unique flavor.  The worst thing about Gypsy is that it’s tempting to try and do everything with the character and spread one’s self too thin – Gypsy have at least four Attributes that deserve attention.   Either way, few can provide their party with as much support in combat, subterfuge, magic, and spiritualism, and no one has quite as much style as a Gypsy adventurer.

Character Building: Because of their proclivity toward Dual-Wielding or Thrown weapons, DX is a great primary physical Attribute.  Gypsy use Luck more than any other Class, and are one of the few where a high QT is encouraged above and beyond role-playing.  In social situations, a Gypsy’s suave nature begs for CH.  Gypsy also know a little bit about everything and speak multiple languages, so a high IQ is not unreasonable.  Gypsy also have many magical facets that would do well with CH, WL, or even IQ or CN.  If the Gypsy is going to fill a role less combat driven, it may be well to focus on Luck and magical abilities, especially if they are the party’s only liaison with the Shadowrealm.  Finally, don’t forget a Gypsy’s social aptitude (CH) or bonus Lore (IQ).  Eventually each Gypsy will choose a Path based on Curses, Daggers, Dancing, Herbalist, Huckster Magic, or Sooth-saying.  Like the Bard, focusing in one or two areas is very difficult for such a dynamic class.  Two Gypsy side by side can be completely different.

Heretic

Races: Human

Type: Devine Zealot ATT: M DEF: L HP: d8 MP: d8 EP: d8

(W) M (A) H (M) High – Battle, Calling, Celestial, Conjuring, Divination, Earth, Fire, Geometry, Healing, Metamagic, Protection.

Skills: Low: Magic, Smarts, Social

Special: His God is the biggest and baddest.  Brings the Holy Noise.  Turn Undead.  Repel most casters.  Lots of combat magic alongside healing and prot shit, & calls angels.

Basic Info: The Heretic is a very special kind of priestly caster fighter.  Those who follow Unus have a whole Class unto themselves.  While they share many characteristics with Clerics, Heretics fervently believe all other priestly Classes are no better than Diabolists, and their own brand of spirituality is the only real Truth in the Universe.  The best thing about Heretics is they are outrageously powerful compared to normal Clerics; their zeal takes on a potent energy in the form of their indomitable certitude regarding their salvation and the damnation of all others.  The worst thing about Heretics is that they’re virtually xenophobic and hostile toward anyone and everything that contradicts the supremacy of their holy lord.  Either way, if you’re going to have a belligerent super-crusader tearing through the countryside, you want him on your team (not against it).

Character Building: There’s not a whole lot of room to role-play a Heretic adventuring with a party of mixed races, and certainly less in one of mixed faith.  Heretics don’t proselytize or do missionary work nearly as much as they annihilate with extreme prejudice.  If your party somehow manages to figure out how a Heretic can travel at your side, you scored yourself the very Wrath of God incarnate.  Way to go.  Heretics generally have high WL, ST, and QT scores, but even when they don’t, their shameful class abilities buff the hell out of everything to demigod levels when necessary.

Heretic Advancement

LV AT DF HP MP EP Skills Special Tl A+ SMx T# XP Req
1 2 1 1d8 1d8 1d8 4+1 Bonus Spells (3) 1* 3 B 0
2 4 2 2d8 2d8 2d8 8+2 Turn Undead 2 5 B 100
3 6 3 3d8 3d8 3d8 12+3 Bonus Spell (1) 2 1st 5 B 300
4 8 4 4d8 4d8 4d8 16+4 Touch of Divine 3 5 B 600
5 10 5 5d8 5d8 5d8 20+5 Bonus Spell (1) 3 8 B 1,000
6 12 6 6d8 6d8 6d8 24+6 4 2nd 8 B 1,500
7 14 7 7d8 7d8 7d8 28+7 Path Trait 1 4 8 B 2,100
8 16 8 8d8 8d8 8d8 32+8 Bonus Spell (1) 5 12 I 2,800
9 18 9 9d8 9d8 9d8 36+9 Righteous Aura 5 3rd 12 I 3,600
10 20 10 10d8 10d8 10d8 40+10 Turn Demon 6 12 I 4,500
11 22 11 11d8 11d8 11d8 44+11 Bonus Spell (1) 6 16 I 5,500
12 24 12 12d8 12d8 12d8 48+12 7 4th 16 I 6,600
13 26 13 13d8 13d8 13d8 52+13 Path Trait 2 7 16 I 7,800
14 28 14 14d8 14d8 14d8 56+14 Bonus Spell (1) 8 20 I 9,100
15 30 15 15d8 15d8 15d8 60+15 8 5th 20 I 10,500
16 32 16 16d8 16d8 16d8 64+16 Eternal Breath 9 20 A 12,000
17 34 17 17d8 17d8 17d8 68+17 Path Trait 3 9 24 A 13,600
18 36 18 18d8 18d8 18d8 72+18 Bonus Spell (1) 10 6th 24 A 15,300
19 38 19 19d8 19d8 19d8 76+19 Golden Light 10 24 A 17,100
20 40 20 20d8 20d8 20d8 80+20 Path Trait 4 11 28 A 19,000
21 42 21 21d8 21d8 21d8 84+21 11 7th 28 A 21,000
22 44 22 22d8 22d8 22d8 88+22 Bonus Spell (1) 12 28 A 23,100
23 46 23 23d8 23d8 23d8 92+23 Irrefutable Judgment 12 32 A 25,300
24 48 24 24d8 24d8 24d8 96+24 13 8th 32 M 27,600
25 50 25 25d8 25d8 25d8 100+25 Unbreakable Will 13 32 M 30,000
26 52 26 26d8 26d8 26d8 104+26 Bonus Spell (1) 14 36 M 32,500
27 54 27 27d8 27d8 27d8 108+27 14 9th 36 M 35,100
28 56 28 28d8 28d8 28d8 112+28 Redemption 15 36 M 37,800
29 58 29 29d8 29d8 29d8 116+29 Smite the Corrupt 15 40 M 40,600
30 60 30 30d8 30d8 30d8 120+30 Bonus Spell (1) 16 10th 40 M 43,500

Heretic Special Abilities:

Bonus Spells (X): At first level, a Heretic begins with 3 Bonus Spells Known.  Bonus Spells must be from Subschools he has Skill ranks in, and of a Tier (Basic, Intermediate, Advanced, or Master) equal to or less than his current overall Class Level Tier.  At various levels, a Heretic gains an additional Bonus Spell.  A Heretic can purchase new Spells Known from priestly vendors as normal, provided they are of a Subschool he has ranks in, is of a Tier equal to or less than his own, and comes from a teacher of similar faith (Unus).  A Heretic can purchase Spells Known from Octet or Harveden teachers at double the normal cost (as long as the teacher is willing, or is unaware that the Heretic is anything other than a “good” priestly caster).

Turn Undead: As an Attack Action, a Heretic can attempt to Turn on all Undead monsters within 15’ by spending 4 MP and 2 EP.  Roll 4d6, add WL+CH, and add +5 to the result for every Luck point spent in the attempt; this is your Turn Check Total.  Your Turn Check total increases by +2 if you have specific Knowledge of the creature in question (through Lore expenditure and Knowledge: Monster skill ranks).  The final Turn Check Total is compared against each vulnerable monster’s Spirit Defense roll.  If a monster fails, it suffers your choice of Basic Turn Afflictions.  You can add new Turn Afflictions to your arsenal by taking various Talents, or Heretic Paths.  You must declare the intended Turn Affliction before the Turn Check is rolled.  All Heretics begin with the following Basic Turn Affliction:

  • Overwhelm (Basic Turn Affliction): The target loses their next turn, and suffers a -2 to their DEF for every level of the originator of this effect.  When they regain their turn, the Overwhelmed target has a 50% chance to panic and either put cover between themselves and the source of this effect, or if they cannot, move as far away as possible. Otherwise, they may act as normal. Regardless, they still receive a -1 to DEF per level of the originator as long as they are Overwhelmed.  An Overwhelmed creature remains so until one of three conditions is met: 1) the creature witnesses the originator of this effect suffer HP damage.  2) the originator of this effect engages in an act that is not directly threatening to the affected creatures. Advancing on Overwhelmed creatures, even without attacking, is still threatening.  3) A minute passes.
  • Holy Burn (Basic Turn Affliction): If the Turn Check Total is 3x the affected creature’s level, they suffer 1d6 Holy damage.  If 4x, 2d6 Holy damage.  Maxes out at 5x for 3d6 Holy damage.

Touch of Divine: A Heretic can call upon the perfection of Unus to temporarily increase one or more of his Attributes.  Only one Touch of Divine may be active at any given time.  At Basic Tier, spend 5 MP and 2 EP (alternately spend 1 Luck) and increases a single attribute of your choice by +2.  To increase an attribute above 5, you must spend Luck (and not the MP + EP cost).  At Intermediate Tier, 10 MP and 4 EP (alternately 2 Luck) can be spent to increase an Attribute by +4 (even above 5).  At Advanced Tier, 15 MP and 6 EP (alternately 3 Luck) can be spent to increase one attribute by +6, or two Attributes by +3.  At Master Tier, 20 MP and 8 EP (alternately 4 Luck) can be spent to increase one Attribute by +8, or two by +4.  Any use of Touch of Divine lasts 1 minute.

Path Trait (X): The Heretic chooses one of four paths upon reaching 7th level: Angelic Host, Burning Light, Crusader, or Zealot.  This grants a special ability, and determines which abilities they gain later at 13th, 17th, and 20th level.

Angelic Host Path: You are filled with the essence of one of Unus’s spiritual lieutenants.  By spending 15 MP and 5 EP, you can assume Angelic Form for 1 minute.  Build your Angelic Form from the following Path Traits; when you acquire a new Path Trait, choose 1 from the current available, or 2 from any previous levels.

  • (7th level) Choir Chorus, Eyes of Faith, Fist of Righteousness, or Glorious Halo
  • (13th level) Barbed Prayers, Holy Weapon, or Mighty Stature
  • (17th level) Alabaster Skin, Angel’s Wings, or Clarion Trumpet
  • (20th level) Fist of Unus, Gaze of Unus, or Voice of Unus

Choir Chorus – Calling Subschool Skill Checks receive a bonus based on Tier: B: +3, I: +6, A: +9, M: +12

Eyes of Faith – You can see into the Shadowrealm.  Get Darksight.  Gain a +5 bonus to Examine checks, +10 vs Illusion.

Fists of Righteousness – Gain the following Natural Weaponry

-Melee (Br) Grade ATT DMG Crit PG SPECIAL SF LOC
2 Slams C 30 2d6 1/x3 2 Magic. +1 ATT per LV vs undead & demons 2 H2

Glorious Halo – Gain the following Natural Armor

Name Grade LOC DEF SPECIAL Slow MI%
Halo C * all 20 Combines*, Magic, +LV to Spirit Defense - -25*
*-this actually subtracts from overall MI%

Barbed Prayers – When you cast any Spell, enemies within 10’ of you must roll Spirit Defense (vs your Subschool Skill Check) or suffer 2 DMG per Heretic LV.  Enemy targets of your spells also are vulnerable to this effect regardless of distance.

Holy Weapon – Any weapon you wield gains the Holy magical quality.  If it already has the Holy quality, double the modifiers.

Mighty Stature – Increase one category in Size.

Alabaster Skin – Gain the following Natural Armor

Name Grade LOC DEF SPECIAL Slow MI%
Alabaster S. A * all 100 Combines*, Magic, +LV to Spirit Defense, SOAK 3 - -

Angel’s Wings – You grow wings.  Fly speed equal to AG.

Clarion Trumpet – As an Attack Action, for 15 MP and 3 EP, launch a 30’ cone of Holy Sonic damage.  Deals 1d6 dmg/ 2 Lvls to evil creatures, 1d6 dmg/ Lv to undead or demons.

Fist of Unus – Gain the following Natural Weaponry

-Melee (Br) Grade ATT DMG Crit PG SPECIAL SF LOC
2 Slams A 100 4d6 1/x3 5 Magic. +1 ATT per LV vs undead & demons 2 H2

Gaze of Unus – Gain the following Natural Weaponry for 1 round at a cost of 5 MP

-Range (Fr) Grade ATT DMG Crit PG SPECIAL SF LOC
Eye Beams A 50 2d6 2/x2 3 Magic. +1 ATT per LV vs undead & demons 4 H

Voice of Unus – All spells cast have double Range and/or Area.  Clarion Trumpet (see above) deals 1d6/lv to everything. 

Burning Light Path: Your ability to Turn Undead or Demons increases in potency.

  1. (7th level) Gain a bonus Basic Turn Affliction talent.  Add +3 to all Turn Checks.
  2. (13th level) Gain a bonus Intermediate Turn Affliction talent.  Add +6 to all Turn Checks.
  3. (17th level) Gain a bonus Intermediate Turn Affliction talent.  Add +9 to all Turn Checks.
  4. (20th level) Gain a bonus Advanced Turn Affliction talent.  Add +12 to all Turn Checks.

Crusader’s Path: You are truly a frontline fighter in the Holy War.

  1. (7th level) You can now use Heavy weapons.
  2. (13th level) Your DEF is now +2 per level instead of +1
  3. (17th level) Your ATT is now +3 per level instead of +2
  4. (20th level) Your DEF is now +3 per level instead of +2

Zealot’s Path: Choose one of the following subschools: Celestial, Divination, Geometry, Healing, or Protection.  Your spellcasting abilities with that subschool dramatically increase.  Note that Spells always have a minimum cost of 1 for Basic, 2 for Intermediary, 4 for Advanced, and 8 for Master.

  1. (7th level) Spells cost 1 less MP.  Gain +3 to Skill checks with this subschool.
  2. (13th level) Spells cost 2 less MP.  Gain +6 to Skill checks with this subschool.
  3. (17th level) Spells cost 3 less MP.  Gain +9 to Skill checks with this subschool.
  4. (20th level) Spells cost 4 less MP.  Gain +12 to Skill checks with this subschool.

Righteous Aura: A Heretic of 9th level can spend 4 MP and 4 EP (alternately, spend 1 Luck) to invoke this ability.  For the duration of 1 minute, the Heretic benefits from +1 DEF per level against most attacks, +2 DEF per level against the attacks of evil creatures, or +3 DEF per level against undead or demons.  Also, while Righteous Aura is in effect, the Heretic gains +4 to all Spirit Defense checks.

Turn Demon: As Turn Undead, but now affects Demons as well at 10th level.

Eternal Breath: If a Heretic of 16th level or higher is slain, they may immediately sacrifice 3 Luck and 3X MP, to a max of 60.  The Heretic remains alive with a number of HP equal to X.

Golden Light: At 19th level, a Heretic can spend 25 MP and 10 EP to radiate a holy aura up to 30’ for 1 minute.  Any undead or demons in this area suffer an ATT and DEF penalty equal to the Heretic’s level, and must make a Spirit Defense check at the beginning of each of their turns (Goal = the Heretic’s level) or immediately flee the area.  The goal to enter this area if outside it is Heretic level +10.  No spells of the Shadow subschool or abilities that pierce the barrier between the Prime and the Shadowrealm are effective within this area (spirits already manifested that fail their Spirit Defense check on any given round are banished back to the Shadowrealm).  All Healing Subschool Skill checks made within this area gain a +10 holy bonus.

Irrefutable Judgment: At level 23, Heretics can call upon the Judgement of Unus to cripple or eradicate their foes.  Spend 25 MP, 10 EP, and 4 Luck, and declare a target space.  All enemies in a 15’ radius burst must make a Spirit Defense Check (+5 if they are Neutral, +10 if they are Good).  Failure means all creatures suffer a Greater Curse effect, -4 to three Attributes of the Heretic’s choosing* until they receive magical restoration or accept the penance levied by the Heretic (see Greater Geas spell).  Failure by 10 or more indicates the creature drops dead immediately.  The Spirit Defense Check Goal is equal to the Heretic’s level + WL+QT.  Followers of Unus are immune.  *-Attributes must be the same for all affected.

Unbreakable Will: The Heretic is immune to all spells of the Mind school at level 25 and beyond.

Redemption: A Heretic of 28th level may absolve the sins of the fallen, or ask forgiveness for themselves.

  1. If the Heretic prays over the body of a recently slain individual (within 1 day), and that individual carries favor with Unus, the Heretic may invoke a Resurrection spell effect (for 50 MP and 50 EP) without the usual XP cost.
  2. If the Heretic has lost class abilities due to failing the Code of Unus, they may sacrifice all remaining MP (minimum 50) to regain lost abilities, but immediately accept a Greater Geas to fulfill 9 side quests (updated in Journal) to reestablish their integrity.  The Heretic’s Max MP is half (and suffers other Greater Geas effects) until all 9 quests are complete.

Smite the Corrupt: At 29th level, a Heretic hones the fury of Unus into all of his strikes.  Any time during an attack, a Heretic may initiate Smite the Corrupt by spending 10 MP and 5 EP.  That attack deals x2 damage against evil creatures, x3 against demons or undead.  This is multiplied after all modifiers, PROG, crits, and other bonus damage.

Hydromancer

Races: Human, Elf, Gnome, and Gremlin

Type: Water/Ice Caster ATT: L DEF: M HP: d6 MP: d10 EP: d4

(W) L (A) L (M) HighArtifice, Calling, Charm, Conjuring, Dimension, Divination, Concoction, Healing, Illusion, Metamagic, Protection, Shadow, Transmutation, Water

Skills: Low: Magic, Sleuth, Smarts

Special: Most diverse Elementalist.  Enhanced casting (Water).  Sneaky, savvy, and sexy.

Basic Info: Also called Water Elementalists.  Hydromancer special abilities, Spells, and tactics all observe several key points.  Firstly, their magic is all about change, ice, water, and versatility.  Each of their powers usually has a water and an ice equivalent, evasive or tough, melee or range, making their combat options more fluid.  Like all Elementalists, they have spells that alter the battle map.  Finally, with their powers to disguise or obscure and their stealthy skills, they can play the pick-up infiltrator.  The best thing about Hydromancers is that they can be either artillery damage dealers, close up fighters, or tricky utility wizards.  The worst thing about Hydromancers is that, like other versatile Classes, no particular area is as strong as a specialist.  Either way, Hydromancers make a great addition to any party with their assortment of uses. 

Character Building: A Hydromancer can be a melee wizard class, a range wizard class, a wizard/rogue class, or a buff/utility class, all depending on how you build them.  While WL is important for any caster, Hydromancers also benefit greatly from IQ and either CN or DX.  With the best of both Elemental extremes, Hydromancers are the switch-hitters of the Elementalists.  Their damage types are mostly cold and bruising, with acid, bludgeoning, slashing, and piercing, thrown in.  In aquatic areas they do swimmingly.

Mechanic

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Gadgeteer, Fighter, Pets ATT: M DEF: M HP: d8 MP: d4 EP: d6

(W) H (A) H (M) None

Skills: Sleuth, Smarts, Combat (Melee or Ranged)

Special: Has a whole trunk-load of special gadgets.  Also, fights with guns & chainsaws.

Basic Info: Mechanics are fighter/rogues with their greasy fingers in many Class-ability pies.  They pick locks, disable traps, and can fix almost anything.  They can follow combat Paths related to melee devices like the legendary chainswords and grinders, or become expert marksmen with firearms.  As they level, they acquire various gadgets that perform a variety of functions, not unlike magic items and spell effects (yet they can be used in anti-magic zones).  Finally, they build a mechanical companion – their very own Construct ally.  The best thing about Mechanics is that they can do so much, and never need fear running out of Mana.  The worst thing is that replacing fuel units can get expensive.  Either way, the Mechanic always has a unique solution to any situation.

Character Building: A Mechanic’s special abilities focus around Smart and Sleith Skills, so IQ and DX are very important.  If a Mechanic is going to be using melee gadgets, ST is also a good choice, but if they’re going to focus on guns, CN might be better.  There are some great mechanical lashes and grappling devices, so don’t rule out AG.  During overland travel, a Mechanic might be maintaining a party vehicle; if so, you might want to add mount-related Skills or combat abilities to the whole party.  Finally, save lots of gold for purchasing rare parts and ingredients for mechanical gadgetry upgrades, as those things don’t drop as often in most areas.  Fuel and Ammo – don’t leave town without it!

Mage

Races: Human, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Versatile Caster ATT: L DEF: L HP: d4 MP: d12 EP: d4

(W) L (A) L (M) High^ – Air, Animal, Artifice, Battle, Calling, Charm, Concoction, Conjuring, Death, Dimension, Divination, Earth, Fire, Geometry, Illusion, Madness, Metamagic, Plant, Protection, Shadow, Transmutation, Water

Skills: Low: Magic, Smarts

Special: Super caster.  Huge selection of spells; Bonus spells.

Basic Info: The quintessential wizard class, Mages have the undisputed best list of Spells available.  The only subschools they don’t have access to are Celestial, Diabolic, and Healing.  They don’t get as many wacky abilities as other spellcasting Classes, but they do get lots of the basics: extra MP, bonus Spells, and enough Lore to catalogue every monster you encounter.  The best thing about Mages is that they do what wizard classes were meant to do: cast lots of spells and know stuff.  The worst thing is, they sacrifice the bells and whistles of the specialty spellcasters, have the stereotypical wizardly restrictions on weapons and armor, and are as useless as a crippled geriatric without MP.  Either way, if you don’t know what flavor of caster your party would do best with, the mage is the caster that covers every page.

Character Building: Mages need IQ, WL, and maybe other Attributes depending on the subschools you wish to focus on.  If shooting magical artillery blasts is going to happen a lot, DX and CN for the Range (Fired) or Range (Thrown) Combat Skill might deserve your attention.  A Mage’s secondary function in a party is Lorekeeper, so boost those Knowledge Skills when you can.  As for Spell selection, remember that Mages automatically acquire Spells when they level up, so only spend gold on the ones you need right now.  Lastly, try to keep Mages out of the front lines, as they drop pretty fast without magical protection.  Purchasing a Familiar might not be a bad idea, if you can.

Monk

Races: Human, Dwarf, Elf, and Raptorkin

Type: Mystic Brawler ATT: H DEF: H HP: d8 MP: d6 EP: d10

(W) L (A) L (M) None

Skills: Med: Combat (Melee), Sport, Sleuth

Special: Kicks ass without weapons or armor.  Self sustains, bit roguish, all around good.

Basic Info: The monk is an ascetic mystic who has trained his mind, body, and spirit to their perfection. He doesn’t need weapons – he is a weapon.  Monks learn crazy maneuvers as they level that let them toss around opponents and pull off amazing feats.  They have the longest list of immunities, surpassing even Druids.  At one point, Monks simply stop eating.  The best thing about being a Monk is that you need nothing.  All your prowess and ability comes from within.  The worst thing is that even if you find awesome weapons or armor, you can’t use them.  Either way, Monks still kick ass.

Character Building: It’s hard to narrow down less than four Attributes that a Monk would benefit from.  The first that come to mind are ST, DX, AG, FT, CN, and WL.  Covers most of the bases, right?  Let’s not even figure in if your Monk is the wise Lorekeeper of the party or the diplomat…  Seriously, whatever you put points into, chances are, you can make it work.  Just remember that Monks melee, and you’re set.  You’ll be saving plenty of money not equipping or feeding a Monk, so you can start putting that gold aside for magical Attribute buffs later.  Or just spoil the rest of the party.

Necromancer

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Condition Caster, Undead Pets ATT: M DEF: M HP: d6 MP: d8 EP: d4

(W) L (A) M (M) MedCharm, Death, Diabolic, Divination, Illusion, Madness, Metamagic, Shadow, Protection

Skills: Low: Magic, Smarts

Special: Undead Corruptions, Enhanced Undead Minions.  The dead arise to fight again!

Basic Info: Necromancers channel the power of death to afflict foes with various negative conditions, or kill them outright, while building an army of undead slaves from the slain.  Necromancers can follow one of 8 Paths of Corruption, which alter their bodies and minds until they too become a creature of the night.  The best thing about being a Necromancer, besides the fucking obvious, is that I like them the most and will play favorites.  There, I said it.  Free stuff and unbalanced buffs for you.  The worst thing is that your face melts off and you vomit acid.  Either way, you are a winner.

Character Building: Necromancer Spells have a tendency to be touch Spells, which means being able to get close to foes unharmed and successfully strike them.  In this, DX, is probably wiser than ST (unless you plan on taking a Path that promotes into an effective melee creature such as Flesh or Bone).  Like most casters, IQ and WL are quite important.  If you think you’ll be using Shadow magic often to deal with spirits or taking a Path that promotes you into an incorporeal creature, CH is not without its uses.

Ninja

Races: Human, Elf, Gnome, Gremlin, and Raptorkin

Type: Mystic Rogue/Fighter Caster ATT: M DEF: H HP: d6 MP: d6 EP: d6

(W) M (A) L (M) Med – Air, Battle, Charm, Concoction, Dimension, Illusion, Protection, Shadow

Skills: High: Sleuth, Combat (Melee or Range), Sport, Survival

Special: Sneaky rogue fighter with deceptive magic skills.  Bamf in, kill you, bamf out.

Basic Info: In short, the Ninja is a rogue/fighter with some magic, mostly transport and deception.  Like the Assassin, they primarily deal in quick kills, but for a Ninja it is paramount to fall back and escape once “the venom has been spent.”  They can follow several Paths, including Katana, Shuriken, or picking up nifty Monk unarmed maneuvers (including the fabled Dim Mok – the Touch of Death!).  The best thing about Ninjas is that your opponents will never see you coming.  The worst thing about Ninja is if they’re cornered, they’ll probably need a Tank to bail them out since Ninja eschew armor.  Either way, Ninja make a versatile and unique rogue addition to any party.

Character Building: It’s nice that AG is a factor in both Air and Dimension magic, two of the Ninja’s favorite subschools, as well as factoring into Combat.  That being said, DX is a good all-around melee and range Attribute, and a high CN will serve to boost observation Skills and overall Initiative.  The punch of a Ninja’s attack damage usually comes from poison or a special ability, not brute ST.  If you feel the need for a high CH, wittily delivering one-liners as you decapitate foes in the blink of an eye, that’s your call.  Sarcasm aside, CH will help the more deceptive or infiltrative Ninja Skills and Spells.

Paladin

Races: Human, Raptorkin

Type: Holy Fighter ATT: H DEF: M HP: d10 MP: d6 EP: d8

(W) M (A) (M) LowCelestial, Geometry, Healing, Protection

Skills: Low: Combat (Melee), Sport, Social

Special: Holy Warrior.  Best to slay evil monsters, minor party aid.  Great buffs, mount.

Basic Info: Paladins are the crusaders and defenders of faith.  Like Clerics, Paladins belong to one of the established pantheons (the more obscure religions providing alternate abilities).  It should be noted that Paladins are designed as “good” aligned; evil pantheons should consider other classes instead, like Shadowblades.  Neutral pantheons don’t necessarily have combative bastions of their ethos, but Cynosure, Druids, Monks, or Samurai might come close.  Anyway, the best thing about Paladins is that they’re very effective fighters against evil, especially demons or undead, and can buff their party or provide minor healing in a pinch.  They make excellent party leaders.  The worst thing about Paladins is their annoying code of honor, which prevents them from allowing fellow party members from being outright nasty douche bags in their presence, and also their obsessive compulsion to donate a tithe of their loot to their holy order.  Either way, if you’re planning on being one of the “good guys,” it doesn’t get more good than Paladin.

Character Building: A Paladin is a melee fighter first and foremost, so ST and maybe DX or FT are big deals.  Secondly, for their magic and special abilities, CH and WL come into play a lot.  Paladins typically are heavily armored and acquire a special Mount, so factor that into Skill and Talent acquisition.  Finally, QT is a strong third option for consideration, as Paladins can channel the will of their god(s) via Luck for some impressive effects.

Psychomancer

Races: Human, Gnome, and Gremlin

Type: Mentalist Caster ATT: L DEF: L HP: d6 MP: d12 EP: d4

(W) L (A) L (M) High – Artifice, Battle, Calling, Charm, Conjuring, Dimension, Divination, Geometry, Illusion, Madness, Metamagic, Protection, Shadow

Skills: Low: Magic, Smarts, Social

Special: Enhanced casting (Mind), Telepathic slaves, Hive Mind, Mana Leech

Basic Info: Also called Thought Elementalists, Psion, or Puppetmasters.  Psychomancer special abilities, Spells, and tactics all observe several key points.  Firstly, their magic is all about insight, telepathy, control, and alien realms.  Psychomancers are notorious for being insane.  They belong to a growing Hive Mind, and are nearly impossible to surprise.  Unlike standard fare Elementalists, they do not have spells that alter the battle map.  When a Psychomancer finds an individual that repels attempts at mental control, they usually tear a rift in reality and let cosmic horrors finish the job.  The best thing about Psychomancers is that they can turn a group of hostile monsters from an annoyance to a herd of slavish meat shields.  The worst thing about Psychomancers is that sometimes the party wonders how much of their own decisions are influenced by their strange friend.  That, and there’s something definitely “amiss” with Pyschomancers of higher levels.  Either way, few can challenge the genius-level intellect of these hardcore casters.

Character Building: While WL is important for any caster, Psychomancers benefit greatly from CH and IQ.  Since they rarely interact directly with combatants, acting usually through dominated proxies, their own Combat Skills don’t matter as much.  Their damage types are electricity, force, psychic, and sonic.  Although it’s not until higher levels, a Psychomancer does eventually acquire the ability to body-snatch; so if you know you’re going to steal the body of a melee-savvy troll, it might be worth planning for.

Pyromancer

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Fire Caster ATT: M DEF: M HP: d6 MP: d10 EP: d4

(W) L (A) L (M) Med – Calling, Charm, Dimension, Divination, Fire, Illusion, Madness, Metamagic, Protection

Skills: Low: Magic, Social, Smarts

Special: Enhanced casting (Fire).  Inspiration and Destruction, massive damage.

Basic Info: Also called Fire Elementalists.  Pyromancer special abilities, Spells, and tactics all observe several key points.  Firstly, their magic is all about destruction, inspiration, and sacrifice.  Pyromancers are notorious for their anger-infused magical rages, in which they burn out all their MP and EP in a holocaust of flames.  Pyromancers hand out damage with everything they do.  Like all Elementalists, they have spells that alter the battle map, mostly by placing hazards.  They also get a strong damage-shield worked into their elemental form, so just being around them (let alone striking them) is all kinds of painful to monsters.  Finally, Pyromancers are extremely passionate, and fare well Socially compared to their Elementalist cousins.  The best thing about Pyromancers is that they take the artillery role of wizard and explode it to its full potential.  The worst thing about Pyromancers is sometimes their outbursts and sacrificial energy channeling are dangerous not just to enemy monsters, but to themselves and their fellow party members.  That, and until they acquire the later-level abilities to overcome a monster’s fire resistance or immunity, they are a one-trick pony.  Either way, if a Pyromancer can’t burn it, they can beguile it until the rest of the party smashes it.

Character Building: While WL is important for any caster, Pyromancers also benefit greatly from CH.  Ranged combat is important for them, but sometimes so is melee; the best bet there is to go with DX.  Pyromancers are middle-of-the-road stat wise with other Elementalists, like their rivals the Hydromanncers, but spell-for-spell a Pyromancer can cause a lot more havoc.  Their damage type is fire, and rarely anything else.  When adventuring, save things you think are useless, like minor magical treasures or ingredients intended for Classes not in your party; a Pyromancer can consume anything in a blaze to tap its quintessential magical nature, and the more valuable, the more MP they replenish.

Samurai

Races: Human, Dwarf, Elf, and Raptorkin

Type: Mystic Discipline Fighter ATT: H DEF: M HP: d10 MP: d6 EP: d8

(W) H (A) H (M) Low – Battle, Divination, Geometry, Protection

Skills: Low: Combat (Melee or Range), Sport, Social

Special: Fighter with strong mind.  Goes in with a single purpose.  Iajitsu, Daisho.

Basic Info: Coming from a long tradition of disciplined fighters, the way of the Samurai is more than being a combat retainer.  It is a lifestyle and philosophy, unlike any other knighthood.  Samurai stride into battle with grim resolve, can take on multiple opponents at once, and never falter.  It is said that a Samurai who has failed ritually commits suicide to avoid losing honor.  The preferred weapons of the Samurai are the Daisho – a katana and shortsword combination that they infuse with spiritual energy, and which their ancestors bless with power as the Samurai advances in levels.  The best thing about the Samurai is that they are fierce dual wielding fighters with some of the most useful combat magic.  The worst thing about Samurai is that in order to upgrade their Daisho, they must invest some of their XP into it, slowing their overall progression.  Either way, when a Samurai draws his weapon, somebody’s gonna die.

Character Building: Without a doubt, ST and DX will play a large role, as swords are the primary weapons of the Samurai.  In addition, a high WL adds some interesting perks, as Samurai can focus their wills into various effects, including buffing their swords.  Focus on armor more than weapons, because Samurai automatically acquire a pair of badass swords (Daisho).  The Paths open to a Samurai reflect their secondary focus, such as Archery, Mounted Combat, Leadership, Mysticism, Polearms, or Unarmed Combat.

Savage

Races: Human, Caprin, Dwarf, Elf, and Raptorkin

Type: Anti-Magic Wild Fighter ATT: H DEF: M HP: d12 MP: 0 EP: d12

(W) H (A) H (M) NONE

Skills: Med: Combat (Melee or Range), Sport, Survival

Special: Super Anti-magic raging asshole.  NO MAGIC.  Kills magic.

Basic Info: In a land where magic is so pervasive, it takes a special kind of resolve to reject it outright.  Enter the Savage, a Class dedicated to purity of body that embraces primitivism, and channels their hatred of things supernatural into fearsome strength and resilience.  Some of the feats a Savage can accomplish seem supernatural at first glance, so awesome is their personal drive, athleticism, and raw willpower.  The best thing about being a Savage is that you can bring the pain, especially to enemy casters.  The worst thing is that you can never use treasures, nor accept magical healing and buffs.  Either way, the Savage is an instrument of destruction that doesn’t need magic tricks to rock out.

Character Building: ST and FT are very important, as Savages are mostly melee oriented and all their special abilities are based on EP, never MP.  As a matter of fact, Savages are the only Class with 0 MP, and never suffer penalties for it.  Survival and Sport skills are also important to Savages, meaning CN or AG are good secondary Attributes.  You can factor one less party member to give treasures to, but GP will probably be spent on masterwork weapons and armor.

Scout

Races: Human, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Wild Fighter/Rogue ATT: M DEF: M HP: d8 MP: d6 EP: d6

(W) M (A) M (M) Low – Animal, Healing, Plant

Skills: High: Survival, Combat (Range), Sleuth

Special: Ranger.  Pet.  Sneaky, ranged combat or other, nature guy.

Basic Info: They’re called hunters, trackers, trailblazers, rangers, and wild-runners.  The Scout Class represents a fighter with rogue qualities and a hint of nature magic, best suited for wilderness encounters and survival.  Their trademark weapon is the bow and arrow, but other Paths exist such as dual-weapon, lash, spear, or throwing weapon.  Scouts are expert sneaks in natural settings, taking advantage of camouflage and ambush.  A party with a Scout will not likely go hungry while adventuring in the wide world, nor will they encounter terrain difficulty or be easily surprised.  Scouts have secondary Paths based on Terrain type, which give them various advantages as well as an animal companion.  The best thing about Scouts is that they combine a solid variety of uses both in combat and infiltration, being the quintessential adventurer survivalist.  The worst thing about Scouts is that in a lineup, they still play second fiddle to warriors, thieves, and druids.  Either way, if he or she has a clear destination or prey, a Scout finds their mark.

Character Building: Unless you plan on adopting a variant combat Path, DX is the primary Attribute Scouts will use, followed by CN.  You can make an urban Scout if you like, a bounty hunter or city skulk, and both those Attributes will serve just as well.  Don’t focus too much on Magic Skills, because the Scout’s strengths lie in combat, stealth, and Survival Skills.  If you know what Terrain the party will be in the most, or the one that you’d like the most advantages in, that should be you secondary Path when it comes time to choose it.  Same goes for the Hunted Mark ability: pick a creature you either think will appear often in your adventures, or one you think you’ll have the most trouble with.

Shadowblade

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Dark Fighter/Caster ATT: H DEF: M HP: d10 MP: d6 EP: d8

(W) H (A) H (M) Low – Battle, Death, Diabolic, Shadow

Skills: Low: Combat (Melee), Sport, Smarts

Special: Death Knight.  Power over undead.  Will fuck your mother’s eyesocket.

Basic Info: The dark knight, the anti-Paladin, the blackguard – these are the names given to the fearsome warriors known as Shadowblades.  They are fighter wizards that harness the dark magics of Necromancy or Diabolism.  Against corporeal foes, or those in the Shadowrealm, the Shadowblade is a deadly threat.  Like the Paladin, the Shadowblade gains a companion and can channel their aura for special effects, but unlike the Paladin the Shadowblade’s aura is a living symbiote made of shadow-ichor, and the Shadowblade’s allies are undead servitors.  The best thing about Shadowblades, aside from them being cool as hell, is that they excel at dealing damage and negative status effects while having the combat-heavy traits of a warrior and the Shadowrealm access of a Necromancer.  The worst thing about Shadowblades is that they are cruel and usually evil, so their participation in a party is restricted.  Either way, nothing says “you’re fucked” like facing off with a deathknight wearing his own shadow as spiked armor.

Character Building: Because they focus on melee, ST is a good choice.  So is IQ and WL for their magical abilities.  They Shadowblade Paths relate to the nature of their Darkmantle, the shadow-symbiote they can don for added abilities.  For these, a high AG, CN, CH, or QT will add some perks, but aren’t as necessary as ST or WL.  Get Shadowblades heavy armor asap, because their Darkmantle reduces Magical Interference.

Shaman

Races: Human, Caprin, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Wild Spiritualist Caster ATT: M DEF: L HP: d6 MP: d8 EP: d6

(W) L (A) L (M) HighAir, Animal, Calling, Charm, Conjuring, Death, Dimension, Divination, Earth, Fire, Healing, Illusion, Plant, Protection, Shadow, Transmutation, Water

Skills: Med: Magic, Survival, Social

Special: Spiritualist nature guy.  Has magic tattoos.  Interacts with ghosts.

Basic Info: Akin to Druids, Shamans are the more spiritually oriented nature priests.  They frequently have traffic with the Shadowrealm, and can call upon nature and elemental anima for aid, and at later levels acquire a strong Spirit Guardian ally.  They possess Ancestral Tattoos (either Animistic or Zodiac, depending on theosophy), which allow you to highly customize them.  The default role of priest is to heal and buff, but a Shaman can be so much more depending on which totems they revere.  The best thing about Shaman is that they can acquire skills and abilities usually regulated to other Classes, all the while being strong Shadowrealm intermediaries and priestly support characters.  The worst thing is that because of their outlandish appearances, Shaman are often treated like Monstrous characters, regardless of race, in civilized areas.  Either way, if you want to make a unique nature priest, Shaman is the way to go.

Character Building: A Shaman’s Attributes depend mostly on what type of Ancestral Tattoos you plan on taking.  They can focus on an array of casting specialties, focus on many melee or ranged attack routines, and perform a score of support roles in addition to being Lorekeepers or puzzle solvers.  It helps to know what direction you plan to advance in to maximize effectiveness.  Nonetheless, WL, CN, and CH are always big contenders for casting and Survival Skills.

Shifter

Races: Human, Dwarf, Elf, Gnome, Gremlin

Type: Shapechanger Brawler/Rogue ATT: M DEF: M HP: d8 MP: d6 EP: d8

(W) M (A) L (M) None

Skills: Med: Sleuth, Social, Survival

Special: Shapechanging combo rogue/melee guy, can be superior infiltrator.

Basic Info: Shapechanging is not the province of only Druids; the Shifter learns how to morph its body into all manner of shapes as well as creatures.  A roguish fighter, the Shifter can call upon a variety of deadly body weaponry in an instant, and assume multiple roles in combat or adventuring.  As they level, they acquire new generic morphic abilities that allow them to take full advantage of their flexible forms, as well as new monstrous shapes to assume with a host of individual abilities.  The best thing about Shifters is that they can, with the right array of shapes, be useful in any situation, and are difficult to take out of the picture.  The worst thing is that because they rely so much on their bodies, and can change size and physiogamy often, Shifters often have problems with gear.  Either way, a pure shapechanger is the right character for any circumstance.

Character Building: Because their shifting ability relies on EP, a high FT is a big deal.  Oddly enough, all other physical Attributes aren’t as important as you might think (ST, DX, and AG is assumed for the new form).  A Shifter’s QT determines how perfectly they are able to mimic other creatures, and a high CH helps when impersonating individuals for infiltration purposes.  Shifter Paths determine their Amalgam Form, and most of those have melee natural attacks, so factor that in.  Gear is negligible considering most of the Shifter’s combat focuses on natural weapons and armor.  Just don’t get caught in normal form with no EP!

Sorcerer

Races: Human, Caprin, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Inborn Caster ATT: L DEF: M HP: d6 MP: d10 EP: d4

(W) L (A) L (M) HighChoose any 10 subschools

Skills: Med: Magic, Smarts, Social

Special: Make your own caster with good spellcasting ability.

Basic Info: While Elementalists and Mages are wizards that learn from books, a Sorcerer is one whose spellcasting is a natural talent.  Born with the blood of some supernatural creature (the nature of which is explored with various Paths), a Sorcerer comes blasting with spells and abilities that other casters lack.  In addition, they’re not as terrible in melee as your typical wizard.  The best thing about Sorcerers is their customization and their innate spell ability, which frees up GP for the rest of the party since they don’t require spell purchasing.  The worst thing about Sorcerers is that since their spells are innately acquired and not learned, no amount of gold can buy you more.  Either way, a Sorcerer is the perfect wizard for a party that wants its spellcaster a certain way, and that doesn’t have the opportunity to go back to town to buy more tricks.

Character Building: You are able to choose your 10 spell subschools, so pick mental Attributes based on those.  This class is extremely customizable.  Many Paths enhance natural weapons and armor, but that doesn’t necessarily mean you’ll melee a lot, unless you want to.  Like the Mage, a Sorcerer is typically heavy artillery from afar.  Again, this is a trend and not the rule, as you can make a Tank Sorcerer if you want (just note the low ATT and HP; something that the right spells can easily fix).

Stalker

Races: Human, Dwarf, Elf, Gnome, and Gremlin

Type: Dark Rogue Caster ATT: M DEF: H HP: d8 MP: d6 EP: d6

(W) M (A) L (M) Low – Dimension, Illusion, Shadow

Skills: Med: Sleuth, Magic, Sport

Special: Jumps in and out of Shadowrealm to be super-sneaky.

Basic Info: A Stalker is a rogue, first and foremost, that uses shadow-magic and the byways of the Shadowrealm to take advantage of opponents and situations.  They can teleport from one dark corner to another, making them masters of the battlefield in most lighting conditions.  They can access the Shadowrealm and store items between the realms, like having a Bag of Holding.  They rival Assassins, Ninjas, and Scouts in their infiltration abilities and combat prowess.  The best thing about Stalkers is that they possess strong rogue characteristics, and have constant access to the Shadowrealm.  The worst thing about Stalkers is that without shadows to manipulate, they’re second-string rogues and less than average fighters.  Either way, if you want to get the jump on someone, leaping out of their own shadow to deliver a sneak attack is a beautiful thing.

Character Building: A Stalker needs a high AG and overall movement to fully take advantage of their Shadow-Step ability.  Whether your Stalker is melee or ranged depends on you; they do well as either.  A high CN or relevant combat attribute serves well.  Finally, realize that if you’re ever stranded in the Shadowrealm, and don’t have magic to get back, things can get a little hairy.

Thief

Races: Human, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Perfect Rogue ATT: M DEF: M HP: d6 MP: d6 EP: d6

(W) M (A) M (M) None

Skills: High: Sleuth, Social, Sport, Survival

Special: Guy with tons of skills, and some nasty dirty-fighting moves.

Basic Info: The quintessential rogue.  Thieves get all sorts of Skills, and can be anything from a cat-like athlete, a social Machiavelli, a MacGuiver improvised gadgeteer, a straight-up silent infiltrator, a sneaky or ruthless combatant, or any crazy combination.  The best thing about Thieves is that with such a large Skill selection, they really can be whatever character you want them to be, and their Path abilities provide additional perks.  The worst thing about being a Thief is that eventually the Law will take notice of you, and you aren’t terribly well off in straightforward confrontations.  Either way, whether on the city streets or the Dungeon depths, it always pays to know a Thief.  And they always get their gold, even when it’s not theirs.

Character Building: Depending on the Path you choose, your Thief will excel at either light weapons and fencing, dual wielding, lashes, thrown weapons, bows and fired weapons, or even brawling.  Aside from classes that mutate their physical forms, Thieves are probably one with the most options.  No matter what, DX is golden, and AG, CN, CH, or IQ are all notable secondary choices based on Path.

Warrior

Races: Human, Caprin, Dwarf, Elf, Gnome, Gremlin, and Raptorkin

Type: Perfect Fighter ATT: H DEF: M HP: d10 MP: d4 EP: d10

(W) H (A) H (M) None

Skills: Low: Combat (Melee or Range), Sport, Survival

Special: Mr. Killface.  Best Combat Skills and Talents.  Will fuck your mother, period.

Basic Info: The quintessential fighter.  Few parties will be without a Tank, and unless you have a distinctive angle you know you’ll want, a Warrior stands in as the number one damage dealing brute.  Warrior Paths fall in line with each basic Combat Skill, but are non-restrictive (just because you decided early on to be a two-handed smasher doesn’t stop you from grabbing some archery abilities, for instance).  The best thing about Warriors is that you know exactly what to do, and having a clear purpose, you do it well.  The worst thing about Warriors is that there are other fighter classes with more flair and unique abilities.  That, and until you rack up a lot of gold or find some treasures, you’ll probably be upgrading gear constantly to keep your edge (but really that can be said for all Tanks).  Either way, when it comes down to it, Warriors are made for battle.

Character Building: A Warrior usually has high ST or DX, depending on Path, and FT is always welcome.  As is typical for any fighter type, buy some decent armor if you plan on tanking.  There’s probably not much you don’t already know about building a good fighter.  Take a peek at Path bonus Talents, so you don’t double-dip or preempt freebies.

Wild Mage

Races: Human, Elf, Gnome, and Gremlin

Type: Chaos Caster ATT: L DEF: L HP: d4 MP: d12 EP: d4

(W) L (A) L (M) HighAir, Battle, Calling, Charm, Concoction, Conjuring, Dimension, Divination, Earth, Fire, Illusion, Madness, Metamagic, Protection, Transmutation, Water

Skills: Med: Magic, Smarts, Social

Special: Great spell selection, has crazy happens all the time, Wild Surges, SURPRISE

Basic Info: Those who study magic are typically refined, logical, and dedicated to the study of many esoteric laws.  Wild Mages are no different; in fact, they study the laws of chaos.  This endeavor is both seen as bold genius and foolhardy abandon: while Wild Mages are dealing with complexities the likes of which normal Mages cannot comprehend, they dabble and play with energies that threaten to unravel not only their minds but the universe itself.  Wild Mages posses a wide range of magical aptitude, but because of their unorthodox approach to harnessing these energies, they are prone to magical accidents, called “Wild Surges.”  These can result in anything from a boosted spell effect, a nullified spell, or some bizarre event completely unprecedented.  The best thing about Wild Mages is that they are strong casters, and they’re fun.  Sometimes a Wild Surge tips the scales with an outrageous power boost.  Sometimes it’s just weird.  The worst thing about Wild Mages is their unpredictability; when you really need a spell to save the day, you might wind up instead with a burst of harmless sneezing fit or an extra-dimensional horror tearing up the party.  Either way, there’s never a dull moment with a Wild Mage.

Character Building: You’ll want WL, and a few other mental skills based on subschool focus.  Your IQ helps if you’re the Lorekeeper.  More than anything though you’ll probably want QT, as Luck factors into all Wild Surges (and can be spent to either avoid the more disastrous or encourage the more favorable).  Like all spellcasters, DX or CN is good if you’re going to shoot artillery spells.

Potential New Classes

Binder

Demoniac

Duelist

Golem Pilot

Huckster

Knight

Mirrorshade

Pirate

Puppetmaster

Slider

Spellthief

Technomancer

Vermin Lord

Warlock/Witch

  • (20th level) Spells cost 4 less MP.  Gain +12 to Skill checks with this subschool.
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