Classes & Levels
Introduction

The following is a brief summary of classes available.

Adept: A mystic who wields magical power through faith in a particular cause such as a deity, nature, or a cause. The adepts spells focus on protection and helping her allies.

Arcanist: A skilled mage who uses magic in an offensive capacity. Some study for years to attain their power, while others have a natural knack for it.

Rogue: The prototypical adventurer who uses her wits more than anything to stay alive. Rogues excel in a number of skills, making them invaluable to any adventuring party.

Soldier: An offensive powerhouse, a force to be reckoned with on the battlefield. None can match the soldier's skill when it comes to wielding weapons.

Warrior: A more balanced front line warrior, lacking the extreme weapons skill which is the hallmark of the soldier, but gaining a wide variety of abilities in return. Some warriors even learn to wield magic!

First Level

When creating a first level character, perform the following steps.

Choose a class: The first, and most important, choice you need to make is what class you will start off with. At later levels you can choose to advance in a different class if you like, but your first level class leaves a potent and lasting impression on your future career.

Assign skill points: Each class gains a certain number of skill points in each skill group. For example, a Warrior gets 3 skill points to assign to Weapon skills, but no skill points to assign to Magic skills, even though some magic skills are on his skill list. See chapter 3, Skills, for more information on assigning skill points.

Assign bonus skill points: After assigning your class skill points, you may now assign bonus skill points. You get a number of bonus skill points equal to your intelligence score (although if your intelligence is negative, you do not gain any. You don't lose any skill points either). Bonus skill points are spent just like the normal ones you got for your class, but they are not restricted by category. For example, a Warrior with an intelligence score of 2 gets 2 bonus skill points. He could spend them both on Weapon skills, spend one point on a Defense skill and one point on a Magic skill, etc. See chapter 3, Skills, for more information on assigning skill points.

Choose a feat: You may pick any feat which you qualify for. This feat does not have to be on your class's bonus feat list, although you're welcome to pick one of those if you life. See chapter 5, Feats, for more information on choosing feats.

Choose a bonus feat: Every class has a list of bonus feats which may be chosen whenever the class gains a bonus feat. At level 1, you get to pick one bonus feat from this list. See chapter 5, Feats, for more information on choosing feats.

Choose a base talent: Every class has several talent trees, groups of thematically-related abilities. Each tree has at least one base talent, though some have more than one. Choose one base talent.

Record hit points: Finally, record your hitpoints. Each class entry lists how many hit points the class gains at first level. Hit points are modifier by your constitution-- even if your constitution is negative! For example, an Adept gets 15 + Constitution hit points at first level. An adept with a -2 constitution gets 13 hit points at first level.

Gaining a level

When you gain enough experience, you will be able to advance to higher levels. Gaining a level is a lot like creating a new character, but there are some important differences. When you gain a new level, perform the following steps.

Choose a class: When you gain a level, you may choose to either continue advancing in your first class or choose a new class to advance in. Keep track of your level in each class seperately. For example, if a level 2 Adept gained a level and decided to take it in warrior, he would be a level 3 character, but only a level 2 Adept and level 1 Warrior. When gaining your first level in a class, you still follow these steps for levelling up, not the rules for creating a first level character. Also, be aware that some things are based on character level (ability score increases and general feats), while other things are based on class level (talents and bonus feats).

Ability scores: At character level 4 and every 3 levels thereafter (7, 10, 13 and so on) you add 1 point to one of your ability scores. If you increase your constitution, this retroactively increases your hit points as if your constitution score had always been that high. If you increase your intelligence, you gain a bonus skill point. Note that ability score increases are based on character level, not class level.

Feat: At character level 3 and every 3 levels thereafter (6, 9, 12 and so on), you get to pick a new feat. This can be any feat you qualify for and does not have to come from your class's bonus feats list. Note that these feats are based on character level, not class level.

Skills: Gaining a level does not automatically entitle you to any additional skill points. However, there are certain ways for you to gain bonus skill points, such as by increasing your intelligence. If you gain a bonus skill point, you may spend it on any class skill, with the usual restrictions.

Bonus feats: At every even class level (2, 4, 6 and so on), you get to pick an additional feat from your class's list of bonus feats.

Talents: At every odd class level (1, 3, 5 and so on), you may choose a new talent. You may either take any base talent available to your class, or any other talent which you have the prerequisites for.

Hit points: Finally, at every level you get to increase your hit points. Each class lists how many hit points it gives at new levels, and is modified by your constitution just like at level 1. Note that even if you're gaining your first level in a new class, you get the hit points for an additional level, not the hit points for first level. For example, a warrior who takes his first level of adept gains 5 + constitution hit points, not 15 + constitution.

Adept

Hit points at first level: 15 + Constitution

Hit points at each additional level: 5 + Constitution

Bonus feats:

Talents

Adepts may choose from the following talent trees. Base talents available to adepts are XX

Devotion

Talent:

Naturalism

Form of the Predator: Choose a medium predator, such as a wolf or a panther. As a swift action you can turn into this creature. You retain all your own stats, except as follows: You gain a bite attack (Unarmed skill, 1d6 piercing damage), +2 strength, and a +4 natural armor bonus to your reflex defense. Your base land speed becomes 50 feet. If you're at least a level 4 adept, you gain Mobility as a bonus feat when you're in predator form, even if you don't meet the prerequisites.

Wild Empathy: You can influence the attitudes of animals, making them friendlier. Treat this like a Social check, except that you may treat your social skill as equal to your adept level plus your charisma score if this is higher than your normal Ssocial skill.

Arcanist

Hit points at first level: 9 + Constitution

Hit points at each additional level: 3 + Constitution

Bonus feats:

Talents

Arcanists may choose from the following talent trees. Base talents available to arcanists are XX

Bloodline

Talent:

Familiar

Talent:

Rogue

Hit points at first level: 12 + Constitution

Hit points at each additional level: 4 + Constitution

Bonus feats:

Talents

Rogues may choose from the following talent trees. Base talents available to rogues are XX

Agility

Talent:

Sneak Attack

Talent:

Soldier

Hit points at first level: 18 + Constitution

Hit points at each additional level: 6 + Constitution

Bonus feats:

Talents

Soldiers may choose from the following talent trees. Base talents available to soldiers are Rage, Weapon Focus and Guiding Light.

Berserker

Rage: By spending an effort point, you can fly into a rage. While raging, your strength and constitution both increase by 2, and you gain a +2 morale bonus to Will checks but suffer a -2 penalty to Dodge and Toughness checks. While raging, you can not make any Mechanics, Social or Stealth checks, nor may you make checks with any Magic or Knowledge skills. A rage lasts a number of rounds equal to your newly improved constitution score (minimum of 1 round). At the end of the rage, you become fatigued (-1 penalty to strength and dexterity, can’t charge or run) for the duration of the current encounter.

Extended Rage: Your rage lasts for twice as long as normal. Prerequisites: Rage.

Tireless Rage: You are no longer fatigued after raging. Prerequisites: Rage.

Greater Rage: Your bonuses to Strength and Constitution and to Will checks whle raging are increased to +3. Prerequisites: Extended Rage, Tireless Rage

Signature Weapon

Weapon Focus: Select a specific type of weapon, such as longsword or crossbow. You must be focused in the appropriate weapon skill. You gain a +1 bonus on attack rolls with that weapon.

Deadly Strike: You gain a +5 bonus on checks made to confirm critical hits with your signature weapon. Prerequisites: Weapon focus.

Enhanced Damage: You gain a +2 bonus to damage rolls with your signature weapon. Prerequisites: Weapon focus, specialized with signature weapon.

Practiced Aim: When spending an effort point to increase an attack roll, take either your soldier level or the result of the effort point roll, whichever is higher. Note that this allows you to get a better result at higher levels than would normally be possible with the expenditure of an effort point. Prerequisites: Weapon focus.

Greater Weapon Focus: You gain a further +1 on checks with your signature weapon. This stacks with the bonus from Weapon Focus. Prerequisites: Deadly Strike, Enhanced Damage.

Vicious Blow: You gain an additional +2 bonus to damage rolls with your signature weapon. This stacks with the bonus from Enhanced Damage. Prerequisites: Greater Weapon focus.

Skull Splitter: You double the threat range of your chosen weapon. Prerequisites: Greater Weapon focus.

Weapon Augmentation

Guiding Light: As a swift action, you can cause your weapon to emit a glowing nimbus. You are free to choose the description of the effect (such as color and appearance), but it always sheds bright light in a 30-foot radius and shadowy illumination out to 60 feet. Guiding Light lasts for a number of rounds equal to your charisma score (minimum 1 round) Ending this effect prematurely is a swift action.

Energy Aura: When activating Guiding Light, you may spend an effort point to sheathe your weapon in scintillating energy. The energy type is based on the arcanist talent used to qualify for this talent. Make an evocation check, DC 25. If successful, your weapon deals an additional 1d6 damage of the appropriate energy type. In addition, for every 10 points you beat the evocation check's DC by, this damage increases by 1d6 (so if you rolled a 35, you'd add 2d6, and if you rolled a 45, you'd add 3d6). Prerequisites: Guiding Light, trained in evocation, and one of the following arcanist talents: frigid intensity, scorching might, vitriolic power, or voltaic brilliance.

Ghost Strike: When activating Guiding Light, you may spend an effort point to attune your weapon to the unknown. While so-attuned, you may freely strike incorporeal creatures and suffer no miss chance when fighting invisible creatures. Prerequisites: Guiding Light.

Warrior

Hit points at first level: 15 + Constitution

Hit points at each additional level: 5 + Constitution

Bonus feats:

Talents

Warriors may choose from the following talent trees. Base talents available to warriors are XX

Hunting

Talent:

Smiting

Talent: