Hello peeps. Been a bit. Mostly recovered from Drachenfest physically though still hurts in the brain space with how much I was looking forward to it and worked to prep to have it all washed away. So worked to finish up an older project rather than a wholly new thing. So here is all the classes (so far) in the SS/FL or Spall world. Not just the Auro Specific ones that I have written out in a much longer form but all of them in their basic forms. I hope you find some that sound interesting to you and if you have questions happy to help :)
You don't need to be a character from the specific zone mentioned to be that class just that most of that class would be from there. But foreign exchange students to Auro or expat Lizards in the Flatland armies or converts to Solatics faith are all about really. Doing their best to improve themselves or get rich.
Terms for clarification;
- Casting Points: The overall term for the pool of points anyone pulls from to cast any spell. Mages use Mana, Priests use Faith, and Tappers use Life. But in a metagame sense all of these are called Casting Points. The specific types cannot be used to cast spells of a different school but some class abilities or bonuses can be used to increase your regeneration of all types of Casting Points.
A reminder each class has five levels. At levels 1, 3, and 5 you gain a perk from that class. At levels 2 and 4 you can either choose to increase one of your main stats (Brawn, Agility, Vitality, Understanding, Empathy, and Technique) or gain a skill that belongs to one of the main stats. Once you reach level 5 in a class the next time you level you either choose one of the advanced classes (Some have requirements to become them) or choose a new class to multi class into. Becoming lvl 1 of the new advanced class or class but an overall level of 6. Depending on how long a campaign goes you may go over level 10 but these were made assuming level ten will be the maximum. I believe players should have time to play their character at max level not have the campaign end as soon as you reach max level.
Combat - One who is skilled at combat and most of their class and hybrids will have a focus on it.
Support - Assisting allies or others in endeavors be they combat, recovery, or direct healing
Social - The Talker of the group and good at getting help or information from NPCs
Travel - Little slows down travelers and they assist groups in moving rapidly through tough terrain and are deadly fighting in it.
Misc - Skills outside the main four. Perhaps skilled at money acquisition or piloting vehicles. They are helpful to any group but often less useful alone.
Auro:
(Kobolds, Dragonkin, Lizardfolk)
* Graduate (Sorcerer/Summoner(1 to Understanding + History/Lore Skill)) - (Combat)
A successful graduate of Auros university who knowledge of mana and how to manipulate it. At lvl 1 you can call fourth fire, ice, and lightning and cast basic attacks with them. As well as craft scrolls and have the Mage Hand spell. At lvl 3 you can scribe rune traps onto surfaces that shine and then vanish - waiting to be triggered. And lvl 5 you can charge weapons with your runes to enable extra damage on attacks and more importantly immunity to that damage type until the rune is spent.
- Sorcerer (2 to Understanding): Can use other burning/frozen/sparking items as their spark, making that bandit fire leap to the enemies while keeping them more hidden. Your standard spells are also boosted further and kills made with a spell refund half of its mana spent to you.
- Summoner (1 to Understanding 1 to Empathy): Can give up part of their mana pools to keep a construct on the field. They take turns directly after the summoner and can stay active as long as the Summoner doesn't run out of mana. Requires understanding checks to keep them up if the Summoner is being directly melee engaged. Starts with a max of One but can Summon three at lvl 10 with more intelligent Summons.
* Alchemist (Tellurian/Scientist(1 to Vitality and Technique)) - (Misc/Social)
A street peddler who knows their way around a mortar and pestle. At lvl 1 you can craft basic health, energy(Coffee), and speed potions with the right materials. At lvl 3 you can now craft unstable and explosive vials for tossing. And at lvl 5 you no longer need materials just time.
- Tellurian (1 to Empathy and Technique): One who has stepped outside the Great City and thrived! Experts in the history of the land and its people you are now more of a doctor. Able to craft elixirs for specific species of Spall and their animals to grant them long term stat buffs. Pick one city/area per level bracket to specialize in. These are potentially addictive and often sell for a lot.
- Scientist (1 to Brawn/Agility your choice and Vitality): Rather than the known you now experiment with the theoretical. Able to make incredibly strong but short lasting boosters but often with side effects that lesson as experience is gained. In addition your unstable mixtures and now even more potent in damage but also danger to you. They are better at fighting than a Tellurian - the science must continue.
* Arcanist (Mind Mage/Spell Slinger(1 to Understanding + Spellcraft Skill)) - (Misc/Combat)
A generally quicker on their feet spellcaster who deals with Mana in a more pure form - however they require a wand or staff to assist them in channeling. These mages are also skilled at general spellcraft and like Graduates can make scrolls and have the Mage Hand spell. At lvl 1 you can access to basic blasts, pushes, and pulls. Lvl 3 you can summon physical barriers to block ranged attacks and doorways. And lvl 5 allows you to teleport none living items and push yourself or others along without damaging them, even to fly though its expensive to maintain it.
- Mind Mage (1 to Understanding and Empathy): You have gained an understanding to affect the Mana that flows through other living beings rather than just yours. To push other casters to further feats of strenght, disrupt the flow, or to even alter the perception and senses of those around you.
- Spell Slinger (1 to Agility and the Spellcraft Skill again): Enjoying the fastest mana regen among the Mages Spell Slingers are a nuisance to Auroites especially if they become one young. Flying about from roof top to roof top blowing raspberries to the older Mages around them and knocking pies off windowsills. Essentially a super powered Arcanist who can cast everything faster and cheaper than their base class. Flying, or holding someone pinned to the earth enough to cause damage, are now standard spells to them and they are able to cast two spells at once as they max out.
Sanctum:
(Birds and bird people)
* Adherent (Tower/Smiter(1 to Brawn and Vitality)) - (Combat)
A defender of the mountain. You venture fourth with a holy relic to aid you in your quest of assistance and education. At lvl 1 you gain a slowly regenerating barrier than can block most single instances of damage. Lvl 3 lets you charge your next weapon strike with purging flames. And lvl 5 allows you to leap and slam down with wings of Solatic.
- Tower (1 to Vitality and Empathy): After starting on this path your relic will morph into a defensive item for you. Perhaps a shield, amulet, or even a peice of armor. As you increase in your piety your shield will start to last more than one attack, can be placed on others as a reaction, and your leap will give it to all your allies in range.
- Smiter (1 to Brawn and the Training or Physical Entry Skill): Choosing to focus on removing those that do harm to others your relic morphs into an offensive item. A weapon most commonly but anything that helps you purge the wicked will work. As your devotion increases your purging strike becomes cheaper and stronger and your leap will give it to your allies as well.
* Preacher (Life Binder/Speaker of Teach(1 to Vitality + Physical Injuries skill)) - (Support)
A healer and teacher of Solatic. At lvl 1 you can heal allies you can touch, at lvl 3 you can remove fatigue, strains, sprains, and sores easily. And at lvl 5 you can give an ally temporary life (extra hp) to get them back up or through a tough trial.
- Life Binder (1 to Vitality and Empathy): A Preacher who is specialized in the health of themselves, allies, and even enemies. Able to heal even more effectively than before and link two (or more) beings together to combine and share their health and status effects. To keep others alive through incredible hardship or to doom Sinners to die together. Solatic looks the other way.
- Speaker (1 to Empathy and Interview Skill): Having traveled far and seen much a Speaker believes that fighting and the need to heal should only be a last resort. And is able to bring Sinners to tears with their holy infused words, end fights before they begin, and leave audiences stunned just through the power of sermon.
* Pilgrim (Monk/Diviner(1 to Brawn and Agility)) - (Combat)
Casting aside the trappings of modernity you seek out learning opportunities. At lvl 1 you have learned how the common fight and have a chance of countering an attack you see coming (A low enemy 'to hit' roll will both miss you and allow you to attack). At lvl 3 you become immune to most sleep and slow effects and spells. And lvl 5 allows you subdue an enemy in a single strike (Assuming they fail the roll).
- Monk (2 to Agility): An acrobatic and steadfast combatant that turns the simplest weapons into lethal tools. Your fists or any simple weapon is as dangerous as any weapons of war in your hands - also gaining more weapon effects. In addition you are able to turn your counter attack into a disarming grapple, and eventually even catch ranged physical attacks and return them to sender.
- Diviner (1 to Understanding and the History and Lore Skill): Normally back at the mountain infusing holy relics you travel giving temporary effects to other items, while also being able to purge similar effects from other items. Through meditation and prayer you can temporarily bless any item with the effects of a holy relic. And eventually bless an individual with the self safe power. Granting spells from the Holy school, increased damage, or beneficial effects.
Flatlands:
(Rats, Mice, Ferrets, Cats, Badgers, ect)
* Soldier (Sergeant/Tactician(1 to Brawn and Technique)) - (Combat/Support)
A basic melee combatant. Very few if any ranged attacks but very skilled at fighting in formation. Near allies you grant them mostly melee bonuses at lvl 1, can block attacks for them at lvl 3, and at max Soldier level you can give up your attack to give them an extra one while you remain in a defensive stance.
- Sergeant (1 Brawn and Vitality): A veteran and frontline officer in the Flatlands armies you are the tip of the spear that enemies fear. One of the strongest melee classes available you now boost your allies by leading from the front, increasing their stats as you hit while still providing them bonuses near you.
- Tactician (1 Brawn and Training Skill): A field officer who stands in the second line to direct archers and shield walls into their most effective places. While weaker in a straight fight compared to a Sergeant you have the ability to call out priority targets, protect your allies from ranged attacks, and move them on your turn without opportunity attacks into better positions. Your bonuses now also apply more to ranged attacks.
* Archer (Black Arrow/Trapper(1 to Agility + Deft Hands Skill)) - (Combat)
A standard ranged fighter using a hunting or longbow. Vulnerable up close with scant training compared to ranged work. You are able to focus on a target at lvl 1 - increasing your chance to hit. Successful hits steadily increase your damage at lvl 3 (Ramping up per hit, down per miss back to base), and at lvl 5 call a shot to force your attack to hit.
- Black Arrow (2 to Agility): An elite sect of archers that you are invited too after a display of peerless marksmanship. You may be invited before you are of sufficient level to take this class - and require it to gain the class. Wielding massive Black War Bows and thick arrows, hence the name, you are a ranged Assassin. Gaining even further benefits to your accuracy and damage and having a certain amount of shots each day you can call to both hit and critically strike guaranteed.
- Trapper (1 to Agility and Stealth skill): Generally looked down upon in Flatlands society Trappers are often on the outskirts of the fortresses and lands. And tend to often change sides, following the money or excitement. Occasionally even trapping their fellow Flatlanders to sell to the Insects. They have less range and do less damage compared to Black Arrows but are far better when up close to the enemy and given time to prepare. Able to shoot very evasively to pin down enemies and get themselves out safe as well as set up debilitating traps to take out even the most dangerous foe.
* Rogue (Assassin/Anti-Mage(1 to Agility + Stealth Skill)) - (Combat/Misc)
A sneaky bastard, devastating when attacking the unprepared but kind of squishy in a direct fight. Often with many underworld connections. At lvl 1 you gain access to sneak attack bonus'. Lvl 3 gives you a disengage that moves you in a direction you desire that provokes no AoO. And at lvl 5 you are able to turn invisible and almost completely undetectable for a short time.
- Assassin: The standard path for Rogues you gain even stronger Sneak attack damage dice as well as established underworld connections. As well as occasionally contracts that will award you a lot of money or goods should you complete them. Everyone wants someone dead - you are happy to provide.
- Anti-Mage: A brand new class onto the scene who has to undergo a dangerous augmentation process by a team of alchemists to essentially act as a walking mana hole. You will lose some of your max health due to this procedure but in return you suck away the power of those you are near. Making casting from any magic school much more difficult and costly. As you increase in experience you gain the ability to disable not only casting but also any special ability as the coldness of your presence saps the strength of all. Often massively distrusted especially by Auroites. The long term effects of this on the Anti-Mage are still being worked out as its so new. But deafness seems to be a fairly common affliction after several years. But the Anti-Mage early adopters claimed they could still hear fine - the heartbeats of fear around them.
* Bard (Conductor/Dirge(1 to Technique + Performance Skill)) - (Support)
The fully supportive four of the flatlands. Popular as they effect emotions and can encourage large groups to go above and beyond with the application of rocking tunes. But obviously without extra help somehow they cant play an instrument and swing a sword at the same time. At lvl 1 you allow your allies to recover and move quicker outside of combat. Give then bonuses to checks and rolls at 3, and give them bonuses to attack rolls at lvl 5. Playing in a public space, besides Auro where you need a permit to play legally, can also provide a good source of coin or food.
- Conductor (1 to Technique and the Performance Skill again): One who would lead a team of bards but alone is essentially a super bard, able to play two instruments at once at max level or play one by wire as they fight. A celebrity in the Flatlands and often all of Spall as your level increases.
- Dirge (1 to Technique and Ambience skill): The less talked about but still highly sought after skilled Bard. In addition to the benefits you grant your allies you also provide the same buffs to the enemies. Just in reverse. Making it much harder for them to move and fight. Often employed in sieges to make the defenders lose hope and surrender.
Forests:
(Center Squirrels)
* Hopper (Tree skin/Elemental Conduit)(1 to Agility + Ambience Skill)) - (Travel)
One who has spent their entire life hopping from tree to tree and across rivers. You are able to travel and climb up almost anything at lvl 1 be it natural or constructed. You long life of serving the forest creatures and spirits lets you pacify most of both at lvl 3. And at lvl 5 can call on their assistance in a fight as you are considered their ally - gaining one of them as a companion.
- Tree Skin (1 Agi and Stealth Skill): One who truly understands the trees they grew up in. Able to camouflage themselves to be invisible in any natural ground, toughen their skin like bark, and able to transport themselves through the roots at max lvl.
- Elemental Conduit (1 Understanding and Spellcraft Skill): Rather than their ally you are now part Elemental yourself, and can channel their power like a mage would. Often shown through eyes full of wind or water. But rather than mana you slowly condense elemental crystals over time depending on your environment and can use them to make more elementals or use their destructive power.
* Naturist (Druid/Totem Stone(1 to Empathy + Ambience Skill)) - (Support/Misc)
Rather than running around like the Squirrel youth you take things more slowly to assist the living world to better grow and thrive. At lvl 1 you are able to use your nurturing hands to impart the energy of growth and water into others or yourself to help them regenerate hit points and bring back small plants from the brink. At lvl 3 you are able to bring things back into their natural unbroken state by repairing bone and other more serious injuries as well as fixing trees and regrowing connections. And lvl 5 lets you hear the essence of natural entities around you to gleam information on what has happened near or far. It will rarely be specific, but hints help.
- Druid (1 to Understanding and Empathy): Part of the forest itself Druids often have part of their body replaced by a natural growth. Often a bush for a tail literally. But you display the growth and majesty of the natural world. And can bring back almost anything natural from destruction. Trusted highly by the Squirrels
- Totem Stone (2 to Understanding): Nature is not always kind, and its destructive force can now be dropped on your foes. Slicing wind, hurricane force rain, and landslides. These are often fallen druids who are kept around only to keep an eye on them.
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(Southern Deer)
* Planesman/woman (Primal Source/Horner(1 to Empathy + Creature Handling Skill)) - (Combat/Travel)
The planes around the Mountain are wide and far and so you patrol it often with a small animal familiar to assist in rounding up pack animals and chasing down trespassers. At lvl 1 you choose the said small generally dog sized animal companion who can understand you but not speak back. At lvl 3 you gain the power of command over medium sized beast should any be around and can calm or command them to a point. And lvl 5 you are part of every pack and can even ride the beasts of the planes or most other simple minded creatures to provide movement and combat opportunities.
- Primal Source (1 to Empathy and Agility): The beasts are a part of you now, and you can call upon their ferocity, agility, and speed when needed. Your animal is still at your side but has gained some of your skills as well.
- Horner (1 to Empathy and Creature Handling Skill): Your small animal has now grown up, and any other creature is quick to jump at your call. As such you often ride a creature into battle now and can call upon smaller ones to shred your enemies. The current PlainsKing is this.
* Shaper (Geomancer/Core Channeler(1 to Understanding + Ambience Skill)) - (Combat/Misc)
Similar to the Naturist but much more physically imposing and you work in stone and the earth itself instead of that namby pamby green stuff. At lvl 1 you gain the ability to read the stone and earth and determine who and what has recently moved across and where they went. As well as the ability to pull weapons and tools from the stone and earth below you. At lvl 3 you may shift and form your chosen elements into tempory emplacements to protect or block off certain lanes. And at lvl 5 you can turn those emplacements into sharp or smothering weapons for your use.
- Geomancer (1 to Understanding and Spellcraft): The world is now yours to shape into something better. Or at the very least something to make sure the wicked do not ruin it. As such you can turn stone and earth into short lived beings to assist you in combat or to pass messages through the earth.
- Core Channeler (2 to Understanding): There is a power beneath the earth that very few know about. But you will show them gladly. A very dangerous class that can call fourth the molten earth below the crust and cause massive damage. There are currently no know core Channelers in the Plains as the current Plainsking has banned the study of this. But there were a few before the current King took control. They wait and stew like the magma below them.
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(Northern Frogs)
* Water Strider (Flowing Drop/Erosion Expert(1 to Technique + Device Operation Skill)) - (Travel/Misc)
The most common to leave the swamps and shores surrounding the badlands these Frogs are skilled in water combat and maneuvering trading vessels and floating gardens. Often find work on ships where their swimming ability makes them skilled repairs. At lvl 1 they are skilled in constructing and moving water born constructions as well as having no penalty fighting in water. Lvl 3 shows them as skilled workers who draw attention - making fellow port dwellers take notice and often offer assistance. Lvl 5 gets them their own vessel. Often enough for a party of adventurers and supplies but not much more. Their advanced classes become much more combat orientated.
- Flowing Drop (2 to Agility): Now that you have a vessel of your own its time to make use of it! But after all the work you put into getting it so many others want it too. Cant have that. Perhaps you equip yourself with a wide hat and curved blade as you cruise the waves. Making sure no-one threatens your ship. Most otter vessels have a Flowing Drop as their Captain for raiding purposes. While you are in the water or on the deck of a boat you are almost impossible to both hit and beat in a melee fight. Able to move your vessel and crew expertly to avoid hazards and other pitfalls in Calm Waters that may inhibit your journey and making that sweet money! You become the Captain that everyone sees in port. Smiling, laughing, and confident.
- Erosion Expert (1 to Understanding and Spellcraft): A sharp departure from a Drop you are more akin to the silent dour Captain. Grim and determined. Often called cursed by those who know not what you do. You sail where others are often too afraid too. Either into enemy waters, storms, or narrow passage ways. The Seas and waters are not a place for joy or else it will end and devour you immediately. You are slower than a Drop during sailing but as a benefit Risky Waters do not slow you down at all and you gain the ability to generate the same Risky Waters at later levels with a ritual your crew joins in with. Eating away at the hulls of other boats to stop them moving or for easier raiding.
* Delver (Loyal/Fallen Delver(1 to Agility + Stealth Skill)) - (Combat)
Assassins and patient rocks in the water. Unmoving until a target comes close. Often remaining in the swamps to keep an eye on the Necromancers of the Badlands. Lvl 1 delvers suffer no penalty for fighting in and around water and in fact they gain combat bonuses. Lvl 3 allows them to gain similar stealth attack bonus' as a Rogue. And lvl 5 lets them move completely silently in water and be nearly impossible to detect for none frogs.
- Loyal (1 to Agility and Deception Skill): One who stayed with the tribe to continue their tireless work of keeping the Insects in their lands. Water is now as much of a part of you as your own blood. You constantly drip water and can at an instant snap and shape it into a lethal dagger for stabbing or throwing. Blades of the enemies have a very hard time stabbing liquid, and being able to become liquid yourself at max rank to pass anywhere the water can reach.
- Fallen (1 to Understanding and Spellcraft Skill): You delved too far. If you return you will be executed. But you did what had to be done. The Mantii and their minions have developed new skills that you did not believe the Frogs were prepared for. Rather than take water into your self you, like a Tapper, look into others and see all the water inside them. Waiting to be used. Your strikes now apply damage over time to enemies. And as you increase in rank these strikes become more and more debilitating and cause the Insects to drown as they stand on dry land. Culminating in being able to control others like a puppet, a very painful puppet, as you twist and torque the water flowing through them.
Badlands: Most other areas will dislike and distrust you since you experiment and work with the dead. Only the northern Flatlands are fully open to the Insects as they do work as Doctors.
(Insectoid people)
* Collector (Moulder/Maker(1 to Vitality + Physical Injuries Skill)) - (Combat)
The one that harvests the bodies and bones that littler the Badlands, and other areas, for use in experimentation. At lvl 1 you are able to strike for specific vulnerable areas on a target to apply debuffs to their physical stats. With lvl 3 you knowledge of the physical form lets you strike at pressure and vital points as well. Disabling or critically damaging on a successful strike. At lvl 5 with a weakened opponent you can attempt to physically remove an internal item of theirs from their body. A bone, an organ, anything you could theoretically reach. This attack will likely kill them and if successful is a powerful fear effect on remaining enemies. The issue of course is getting close enough to do your work.
- Moulder (1 to Empathy and Vitality): Now that you are skilled at collecting materials is time to do something with them. Moulders specialize in the smaller scale quicker work that is more helpful in the current battle. Forging a femur into a deadly dart for throwing. Or temporarily attaching a shield to a soldiers forearm to allow him to fight two handed with a shield. Their effects do not last forever but they are powerful. You also are more effective at fixing physical injuries.
- Maker (1 to Vitality and Technique): With all your materials collected its time to make something. Something big. Perhaps a full suit of armor, a bone sword, or a construct of body parts. They are not as intelligent or skilled as a Field Researcher but punch things far better. Your creations last far longer than Moulders and tend to be bigger scale.
* Essense host (Infuser/Puppiter(1 to Understanding, your Soul(s) gives you extra stats)) - (Any) (None Mothan becoming this class are extremely rare and require a good write up and reasoning)
Rather than physical remains you are skilled at the immaterial of that body. Working on calling back, gathering, and using the soul or essence of that former living thing. Hosts collect and store these essences to learn from, talk with, and exploit their skills for their own work. However, some souls may not want to be held and if you don't keep them controlled they may instead control you. At lvl 1 you will pick a soul you are currently hosting - this soul may have been a warrior, increasing your combat skill. Or perhaps a mender of wounds, giving you skill in healing. At lvl 3 you can now hold two souls, though you still need to find and take this and future souls, and switch between them as needed. And lvl 5 allows you to hold three to gain the skills you need in the given situation. The issue of course is collecting and containing skilled souls. But with the correct 'loadout' you can do almost anything. You are also able to talk with a departing Soul before it dissipates should you be close to a dying individual.
* You can hold as many souls as your slots allow but can choose to boost a certain soul to a level higher by using one of the slots to help it rather than be currently using another. Changing your slots around requires three hours meditation to rotate. So for example you can have a diplomat, Auro Mage, and Vermin Soldier soul held at lvl five but can be using all three slots for the vermin soldier. Making you very skilled at the soldier class. But to use your other souls you need three hours to redistribute the slots around.
- Infuser (1 to Empathy): You can now use one of your Soul Slots to put a fragment of a soul into an ally. Giving them the skills of that soul. To cover a weakness or to boost a strength. You also gain a Soul Slot at lvl 8 and 10.
- Puppeteer (1 to Understanding): With a weakened or sleeping individual you can now use a Soul Slot attempt to force their soul aside and slot in one of yours. Your slotted soul now has control over that body but the original soul is still inside, just contained. A sufficiently big injury to the body can knock your slotted soul out but until then as long as they want to help you they will remain. Though they may also try to run off in the middle of the night to return to their old life. You also gain a Soul Slot at lvl 8 and 10
* Field Researcher (Golemancer/Toxicologist(1 to Vitality + Infections and Diseases Skill)) - (Support/Misc)
The most common of the insects to leave the Badlands they research and study the goings on and knowledge of those outside the Badlands with a small construct of theirs at their side to assist in dangerous situations should they arrive. To better fit in and be more welcome these are skilled at helping those injured and suffering and many become pillars of the communities they visit even though they rarely stay. At lvl 1 you are able to bandage and splint most common injuries as well as staunch bleeding and slow the spread of toxins and venoms. While your little buddy can easily inflict these on enemies by watching you. At lvl 3 you are able to siphon off and remove those damaging effects and even transfer diseases and deep seated sicknesses out of people and into your construct. But they can take it and will gain extra effects on their attacks depending on the disease siphoned off. Lvl 5 lets you keep the diseases in yourself as well and contained. Weaponized in fact. You can also create them yourself after seeing so many in your travels and can unleash them when needed. Traveling Researchers rarely do this however as it tends to completely incinerate their good reputation.
- Golemancer (1 to Understanding and Spellcraft Skill): Little bitey has grown up! And is now way stronger to bash down those bandits. You also become stronger yourself in physical fights.
- Toxicologist (1 to Vitality and Physical Injuries Skill): Master of all things internal your strikes leave foes massively infected and often begging for death or a cure. You yourself become immune to diseases and sickness and instead use them offensively very concentrated.
Border areas and others:
(Anyone you want bby)
* Tough Guy (Marauder/Mad Claw(1 to Vitality and Brawn)) - (Combat)
A bruiser bandit of the borderlands between the main settlements and land sections. Good at taking what they want and shrugging off reprisals. They tend not to be too terribly smart but you dont need no fancy education to take food and shinies! At lvl 1 you take a bit less damage from every hit you take. At lvl 3 you deal a little extra damage on every hit you make. And lvl 5 you can bodily lift up targets within reason and throw them. Be they enemies or nice big rocks.
- Marauder (1 to Brawn and Intimidation Skill): Heavily armored and with an equally heavy weapon Marauders give Sergeants a run for their money in a straight fight. Not least of which as they themselves get stronger the longer a fight goes on and blows are exchanged - rather than buff their allies.
- Mad Claw (1 to Brawn and Physical Entry Skill): Weapons and armor are for the weak. The weak! As such you use neither as you rip and tear enemies asunder and shrug off massive injuries in a blind red rage. Extremely fast and damaging they tend not to live too long but are feared.
* Looter (Brigand/Swashbuckler(1 to Agility + Deft Hands Skill)) - (Misc)
The more lanky of the bandit pair who tends to roll up spinning a rusty blade and an evil smirk. The more clever bandit who can pass themselves off as a normal commoner to get into settlements to more easily sell their often stolen loot. At lvl 1 you gain extra loot from any time loot is obtained - body or chest. It may not be big, but every little bit helps and one day you'll loot that crown! At lvl 3 you have connections with the authority of each major section and settlement. Even the religious nutters. As such with the right words and palm greasing you can make the powers that be look the other way while you and your cronies get on with business. And at lvl 5 these connections strengthen to the point where you can just nod and guards and they look away. And if someone does get caught you can get them out for a fraction of the full bail. Just be aware that while the law may look the other way. The commoners and their mob rule may not.
- Brigand (1 to Agility and Stealth Skill): Drifting further from the law Brigands take on aspects of rogues to completely avoid the attention of the guards and gain large benefits in loot and damage for taking opponents unaware. You also know the back way in to almost every location.
- Swashbuckler (1 to Agility and Deception Skill): Deciding that always going against the grain would be dangerous Swashbucklers become more visible as they make a show to respect the law. They are just here to provide a show and solve problems! Masters of dueling they make a very nice profit preforming tricks for the masses and besting anyone who wants to challenge for money. As well as solving problems they know all too well about by making back alley deals with criminal elements to keep their groups safe while to the public the group has been defeated by the heroic Swashbuckler!
* Wave Dog (Battlemaster/Trademaster(1 to Brawn + Device Operation Skill)) - (Misc/Social)
Often otters that prowl the coast and rivers of the continent. Skilled at trade and operation of their craft while also being decent at defending their vessel on deck or in water. At lvl 1 you gain access to better prices from your trade connections in port and half penalty for fighting in and around the water. At lvl 3 you gain proficiency in ocean navigation, river roving, and have no penalty for fighting in water. At lvl 5 you gain contacts in any location connected to water and can help your party get deals and information. However some contacts may dislike you depending on how you have acted thus far in the campaign
- Battlemaster (Training and Physical Entry Skills): You have seen many raid attempts, either for or against you, and know exactly what to do. In offensive or defensive situations you always have a plan and can direct your crew to perfectly execute them. You are essentially a Tactician specializing in water warfare and navigation.
- Trademaster (1 to Empathy and Ambience Skill): Everyone loves you. Loves you so much they will throw open the port for you. You need anything? You got it at a bargain price! You become the ultimate friend to any party who can get them in anyone connected by water and get any information or item.
* Guildie (N/A) (1 to any stat + any Skill) - (Any/Social)
Someone who grew up in the adventurers guild. With basic combat and healing abilities you have no unique or special power compared to the other classes but you have access to any other class once you reach lvl 5 for hybriding. At lvl 1 you may pick a selection of traits plus one skill to become proficient in. Perhaps melee combat, or archery, basic mana manipulation, prayer and protection, disease and injuries, to name a few. At lvl 3 pick another selection of experiences and skill, then another at lvl 5. You tend to have contacts all over as other adventurers will like you as well - just keep in mind not everyone likes the adventures guild. This means at lvl 5 you will 4 trained skills in addition to any you pick from your level 2 and 4 increases assuming you do not take stat increases instead.
* Citizen (N/A) (2 points to use in any stat) - (Any)
The counterpart to a Guildie who has no gimmicks. No innately trained skill. Just raw work and stats. At lvl 1 get one stat point. At lvl 3 pick another free stat point. Then at lvl 5 pick a third. This means just from leveling to 5 you will have seven bonus stat points; five from being a citizen, two from your level 2 and 4 (assuming you don't choose a skill instead). You have no special powers or magic or anything. Just numbers on your side. A class made for min maxers to build into an incredibly strong late game base class, or if you really like your base class and just want more stats.
* Merchant ((Doyen/Kingpin)(+1 to Empathy and Technique)) - (Misc/Social)
Often part of trade caravans or ships these are the deal makers. And they will give you a special on these wonderful items! At lvl one you choose a selection of items you are currently working on selling as well as a mercenary retainer that you are currently employing. They will generally come from the same location/species selection and therefore class as you but it will be up to the DMs discretion. They are often for keeping you safe but can be for other tasks as well as long as you keep paying them. At lvl 3 your current and previous successes have been passed around and now you have a trusted contact in major settlements who can help get you in and to the right people - but if you have wronged a settlement or it can be proved your party did you may lose them as options. And at lvl 5 you have started to gather followers. They are drawn to your success and if you have the funds you can start to hire them. Which are very important for your advanced classes.
- Doyen (1 to Empathy and Interview Skill): As the most successful or eldest of your old company you have now taken over from the former leader. And it is up to you to grow the business and your own influence. Your later skills will relate to using your employees more efficiently and getting into boats and caravans of your own.
- Kingpin (Deft hands and Deception Skills): Having see the joy of mountains of money you have decided that its time for some more. Quicker. As such you turn from the law and enter into the underworld of smuggling and fraudulent goods. Your later levels making you better at this and better ways to sabotage enemies. This has a quicker and higher payout compared to Doyen but is much more dangerous. Hope you keep your guards well paid.
* Traveler (Mimic of Many/Master of One) (+1 to Agility, one skill of your choice) - (Any)
Perhaps you never knew your family, or they all perished, or left for a better land and left you behind. Or maybe you just felt a wanderlust that never really went away. So off you trot to see the world to understand it and yourself. How far can you really go? How will you react to all the stories you have heard when you see them for yourself? At lvl 1 you've met enough people to never make another social faux-pas which makes others like and respect you more. Lvl 3 lets you shrug of debuffs and injuries in half the time as normal. You walked through that blizzard uphill both ways after all. And lvl 5 you can guide others through almost any situation with the knowledge of the land as well as a sixth sense of danger. You now cannot be sneak attacked and unless attacked by an advanced rogue or equivalent you can still pick them out enough to give a general location of them or other hidden dangers.
- Mimic of Many (1 Stat and Skill of your choice): You've seen many soldiers, mages, and clerics crossing your path on the road. So you've picked up a thing or two watching them march and preach. Choose two other base classes, you now have their lvl 1 skills. Lvl 8 gives you another, and lvl 10 gives you another for a total of four extra lvl 1 classes you can now dip into. However keep in mind that you will not necessarily have the tools of the other classes (Solatic artifact/Arcanist focus/Essense host soul trap) so those may be limitations to your mimicry.
- Master of One (1 Stat and Skill of your choice): You have traveled the land and searched for what could be answers or something to make it all worth it. Perhaps you found it. Or you have decided to look inward to yourself. The constant in all the change you saw and decided to master the only thing you really have control over. You will be a rock in the river of life. Unmoving until you choose too. This is a state very few achieve and those that witness your peace and determination are often moved by such a display. You now have the ability to once a combat encounter completely ignore any one enemy attack. You saw better before and avoided it deftly. As your skills increase your control over yourself will only increase. Eventually allowing you to project your life force outward in blasts and boosts to yourself. Turning your life into outward power. Is it magic? Or total self control. Only those that walk the path can discover that for themselves. A path you are happy to set others upon.
* Diplomat (Envoy/Doomsayer)(+2 to Empathy) - (Social)
Relations between the various factions and players need to be maintained and its your job to keep the connections between them clear of debris and easy to navigate. At lvl one you gain deep knowledge and understanding of two groups. For example the Adventurers guild and Midtown or the lower Sanctum and Auro. These are the groups you travel between normally and help keep the peace and pass along transgressions. At lvl 3 your job is known to all connection to those locations on a more macro scale. Like Auro proper if you worked with their guild or university. This makes anyone connected to them generally happy to help as you are working toward their best interests. They may not leap in front of an arrow for you but they are happy to talk and give better prices. And with some extra convincing could be made to do more. And at lvl 5, as befitting your high station, you gain diplomatic immunity to most of the laws and restrictions of your chosen locations. After all its required for your job. You would know.
(You can also play Diplomat as a spy for one of yours or a completely different location/fction. But that's a dangerous game to play. The two advanced classes are like a proper little lords son versus Grima Wormtongue)
- Envoy (1 to Empathy and Interview Skill): Throughout your tireless and peerless work for your chosen locations you have gained the ear of the leaders. And can ask for favors and boons from them. You have met them personally after all and as you gain more levels you will be able to ask for more to help your cause.
- Doomsayer (1 to Empathy and Ambience Skill): Your deep knowledge of your chosen locations have also let you learn what they fear. And you can now use this to extort and twist individuals from various locations to do basically anything you want. This is a dangerous game but can get you a great many things if you are careful.
* Artisan (Enchanter/Saboteur) (+1 to Technique + Examination Skill) - (Support/Misc)
Castles, swords, carts, and boats. These things don't make themselves and while parts of them can grow on trees it takes a special kind of person to make them into useable items. That person is you! At lvl 1 you choose a type of item you are skilled at making; perhaps metal weaponry, wooden tools, or vehicle components. You begin with some of these. Be aware that starting with boat building will not give you a large boat or a big home for domestic construction. In your chosen field however you will start with one complete example and materials to almost make a second as well as gaining the skill and knowledge to repair it and other items in the field. Lvl 3 gives you the ability to expedite your work as you are used to it by now. As such repairs and construction take half the time. They may not look as nice as they can be but they won't break. These skills are what gets the Northern Blacksmiths the big commissions and money. At lvl 5 given time and materials you can construct 'Matching pairs'. These are not two of the same item but instead two items that are made to work together. For example perfectly weighted short swords for a berserker. Or a shield with the perfect cut for a spear. Or tailor made sails. These provide a benefit to both items together which depends on the type of items they are.
- Enchanter (1 to Understanding and Spellcraft Skill): Long hours and many years of practice and work have made you think and consider your items almost as living things imbued with their own life. And life supports magic. As such you are able to, with a longer than average craft time, able to imbue your chosen products with small amounts of magic. Growing the power of these enchantments as you increase in levels and eventually able to cast the spells yourself. Though often with less mana available than true mages.
- Saboteur (1 to Agility and Stealth Skill): Making things is all well and good but why try to gear up for a big fight that you may lose when you can sneak in and make their forges crack in half, supply wagons tip and spill, and armor straps all come lose? Dipping into rogue skills you are still a master of your chosen field but also know just what small touches will make them completely fail. Increasing in levels makes it harder for anyone to notice what you are doing or even notice you at all. But, you claim with a smile, all you offer is a tipping of the scales - for the right price.
* Farmer (Reaper/Chef) (+2 to Technique) - (Support/Misc)
While called a farmer these workers can do many things for their trade. Tilling the land, fishing, maintaining a forest, tending to a lords orchard, or raising animals on the plains for food or work. Could be under the employ of a land owner or working your own family farm. But eventually product has to be moved around. At lvl 1 you are able to carry a larger selection of equipment and supplies than other classes without movement penalties and can provide food and comfort to your party or people you find on the road easily to make friends. At lvl 3 your work around the farm and all the tools of the trade allows you to repair most mechanical devices, tools, weapons, and armor. Not back to full condition but enough to last a bit longer. Gota make them last to keep profits high! And at lvl 5 your team is much better at working together with you grouping them up for work. Be that operating a boat, storming a varmint den, or getting across the open ground. Giving buffs to movement, cohesion, and defense.
- Reaper (2 to Agility): Sometimes the world gets a bit overgrown doesn't it? So full of weeds and filth. It needs to be pruned. Violently. You've seen too many harvests collapse so its time to do something about it. You begin with massive damage buff to damage and attack rolls with farm tools, especially scythes, and gain movement and leaping skills with level. The world must be trimmed.
- Chef (1 to Vitality and Empathy): All that produce and product you create is now ready to be made into something! Similar to Alchemist you provide mainly party wide buffs for those that eat what you create. However these often take longer to make than a potion but feed more than just one person. And despite feeling a little full tend to have fewer side effects. Also a good way to make money making banquets in the various settlements!
* Herbalist (Seer/Witch) (+1 to Vitality and Empathy) - (Support)
The Tough Guy and Looters of the world need someone to make sure they don't die to an infection or broken bone and there are those in the wilds that happily accept food or more solid payment for helping them with these services. But that does not mean they are only found out of cities. Despite rarely working as a team most Herbalists know several others of their field and information is sold at a premium just like their healing services. At lvl 1 as you wander the land you will pick up herbs and materials that you can use to make poultices, bandages, teas, and other items to help you heal and fix injuries. This is a passive process and will mean as long as you move from place to place you will have a constant supply of healing items. Your heals take a long time to apply compared to a magic heal but you are one of the few classes that can heal almost every type of injury. At lvl 3 you also pick up rumors and connections as you travel. People in the wild and cities can see you are a Herbalist and will often come to you offering payment in various forms for help. But loose lips are ever present and during this exchange of goods or just talking you will pick up important information. Often leading you to quest starts or the leads on treasure. Just remember to charge for information rendered if the npc wants that. And at lvl 5 your long days of wandering the land has led you to see a lot and hear a lot. With this power you are able to stop most fights from happening in your presence by knowing those involved. Being able to call to them by name and explain that others they know would suffer due to their actions here does a lot to deflate hostilities.
- Seer (1 To Understanding and Spellcraft): Your view of the world now goes beyond what your mortal eyes can see. With eyes often dimmed to the normal reality that we all observe you can now see glimpses of the possible futures and perils that could befall you, your friends, or clients. That is what is claimed at least. Many skeptics shout that the Seers only use their knowledge from traveling to accurately predict how events will play out. But your accuracy can often be scary. As you grow in level these vision happen more frequently and with sharper focus. They will often happen at semi random intervals involving random individuals. But if you have a personal effect from someone who wishes you to See for them, like hair, you can attempt to divine their future specifically.
- Witch (1 to Understanding and History and Lore Skill): Many Witches claim to be Seers as they also required a personal effect from their 'client' but rather than use this to see a glimpse of their future it is used to curse their present. This is not looked favorably upon by anyone and as such Witches tend to be very secretive. And demand a very high price for what they do. Solatic and Auro researchers however are actively seeking them out. Trying to learn how they do their curses. Is it Mana? A prayer to some outer entity? Whatever it is their curses can range from simple trouble sleeping, to bad luck, to family tragedy, and even eventual death.
You don't need to be a character from the specific zone mentioned to be that class just that most of that class would be from there. But foreign exchange students to Auro or expat Lizards in the Flatland armies or converts to Solatics faith are all about really. Doing their best to improve themselves or get rich.
Terms for clarification;
- Casting Points: The overall term for the pool of points anyone pulls from to cast any spell. Mages use Mana, Priests use Faith, and Tappers use Life. But in a metagame sense all of these are called Casting Points. The specific types cannot be used to cast spells of a different school but some class abilities or bonuses can be used to increase your regeneration of all types of Casting Points.
A reminder each class has five levels. At levels 1, 3, and 5 you gain a perk from that class. At levels 2 and 4 you can either choose to increase one of your main stats (Brawn, Agility, Vitality, Understanding, Empathy, and Technique) or gain a skill that belongs to one of the main stats. Once you reach level 5 in a class the next time you level you either choose one of the advanced classes (Some have requirements to become them) or choose a new class to multi class into. Becoming lvl 1 of the new advanced class or class but an overall level of 6. Depending on how long a campaign goes you may go over level 10 but these were made assuming level ten will be the maximum. I believe players should have time to play their character at max level not have the campaign end as soon as you reach max level.
Combat - One who is skilled at combat and most of their class and hybrids will have a focus on it.
Support - Assisting allies or others in endeavors be they combat, recovery, or direct healing
Social - The Talker of the group and good at getting help or information from NPCs
Travel - Little slows down travelers and they assist groups in moving rapidly through tough terrain and are deadly fighting in it.
Misc - Skills outside the main four. Perhaps skilled at money acquisition or piloting vehicles. They are helpful to any group but often less useful alone.
Auro:
(Kobolds, Dragonkin, Lizardfolk)
* Graduate (Sorcerer/Summoner(1 to Understanding + History/Lore Skill)) - (Combat)
A successful graduate of Auros university who knowledge of mana and how to manipulate it. At lvl 1 you can call fourth fire, ice, and lightning and cast basic attacks with them. As well as craft scrolls and have the Mage Hand spell. At lvl 3 you can scribe rune traps onto surfaces that shine and then vanish - waiting to be triggered. And lvl 5 you can charge weapons with your runes to enable extra damage on attacks and more importantly immunity to that damage type until the rune is spent.
- Sorcerer (2 to Understanding): Can use other burning/frozen/sparking items as their spark, making that bandit fire leap to the enemies while keeping them more hidden. Your standard spells are also boosted further and kills made with a spell refund half of its mana spent to you.
- Summoner (1 to Understanding 1 to Empathy): Can give up part of their mana pools to keep a construct on the field. They take turns directly after the summoner and can stay active as long as the Summoner doesn't run out of mana. Requires understanding checks to keep them up if the Summoner is being directly melee engaged. Starts with a max of One but can Summon three at lvl 10 with more intelligent Summons.
* Alchemist (Tellurian/Scientist(1 to Vitality and Technique)) - (Misc/Social)
A street peddler who knows their way around a mortar and pestle. At lvl 1 you can craft basic health, energy(Coffee), and speed potions with the right materials. At lvl 3 you can now craft unstable and explosive vials for tossing. And at lvl 5 you no longer need materials just time.
- Tellurian (1 to Empathy and Technique): One who has stepped outside the Great City and thrived! Experts in the history of the land and its people you are now more of a doctor. Able to craft elixirs for specific species of Spall and their animals to grant them long term stat buffs. Pick one city/area per level bracket to specialize in. These are potentially addictive and often sell for a lot.
- Scientist (1 to Brawn/Agility your choice and Vitality): Rather than the known you now experiment with the theoretical. Able to make incredibly strong but short lasting boosters but often with side effects that lesson as experience is gained. In addition your unstable mixtures and now even more potent in damage but also danger to you. They are better at fighting than a Tellurian - the science must continue.
* Arcanist (Mind Mage/Spell Slinger(1 to Understanding + Spellcraft Skill)) - (Misc/Combat)
A generally quicker on their feet spellcaster who deals with Mana in a more pure form - however they require a wand or staff to assist them in channeling. These mages are also skilled at general spellcraft and like Graduates can make scrolls and have the Mage Hand spell. At lvl 1 you can access to basic blasts, pushes, and pulls. Lvl 3 you can summon physical barriers to block ranged attacks and doorways. And lvl 5 allows you to teleport none living items and push yourself or others along without damaging them, even to fly though its expensive to maintain it.
- Mind Mage (1 to Understanding and Empathy): You have gained an understanding to affect the Mana that flows through other living beings rather than just yours. To push other casters to further feats of strenght, disrupt the flow, or to even alter the perception and senses of those around you.
- Spell Slinger (1 to Agility and the Spellcraft Skill again): Enjoying the fastest mana regen among the Mages Spell Slingers are a nuisance to Auroites especially if they become one young. Flying about from roof top to roof top blowing raspberries to the older Mages around them and knocking pies off windowsills. Essentially a super powered Arcanist who can cast everything faster and cheaper than their base class. Flying, or holding someone pinned to the earth enough to cause damage, are now standard spells to them and they are able to cast two spells at once as they max out.
Sanctum:
(Birds and bird people)
* Adherent (Tower/Smiter(1 to Brawn and Vitality)) - (Combat)
A defender of the mountain. You venture fourth with a holy relic to aid you in your quest of assistance and education. At lvl 1 you gain a slowly regenerating barrier than can block most single instances of damage. Lvl 3 lets you charge your next weapon strike with purging flames. And lvl 5 allows you to leap and slam down with wings of Solatic.
- Tower (1 to Vitality and Empathy): After starting on this path your relic will morph into a defensive item for you. Perhaps a shield, amulet, or even a peice of armor. As you increase in your piety your shield will start to last more than one attack, can be placed on others as a reaction, and your leap will give it to all your allies in range.
- Smiter (1 to Brawn and the Training or Physical Entry Skill): Choosing to focus on removing those that do harm to others your relic morphs into an offensive item. A weapon most commonly but anything that helps you purge the wicked will work. As your devotion increases your purging strike becomes cheaper and stronger and your leap will give it to your allies as well.
* Preacher (Life Binder/Speaker of Teach(1 to Vitality + Physical Injuries skill)) - (Support)
A healer and teacher of Solatic. At lvl 1 you can heal allies you can touch, at lvl 3 you can remove fatigue, strains, sprains, and sores easily. And at lvl 5 you can give an ally temporary life (extra hp) to get them back up or through a tough trial.
- Life Binder (1 to Vitality and Empathy): A Preacher who is specialized in the health of themselves, allies, and even enemies. Able to heal even more effectively than before and link two (or more) beings together to combine and share their health and status effects. To keep others alive through incredible hardship or to doom Sinners to die together. Solatic looks the other way.
- Speaker (1 to Empathy and Interview Skill): Having traveled far and seen much a Speaker believes that fighting and the need to heal should only be a last resort. And is able to bring Sinners to tears with their holy infused words, end fights before they begin, and leave audiences stunned just through the power of sermon.
* Pilgrim (Monk/Diviner(1 to Brawn and Agility)) - (Combat)
Casting aside the trappings of modernity you seek out learning opportunities. At lvl 1 you have learned how the common fight and have a chance of countering an attack you see coming (A low enemy 'to hit' roll will both miss you and allow you to attack). At lvl 3 you become immune to most sleep and slow effects and spells. And lvl 5 allows you subdue an enemy in a single strike (Assuming they fail the roll).
- Monk (2 to Agility): An acrobatic and steadfast combatant that turns the simplest weapons into lethal tools. Your fists or any simple weapon is as dangerous as any weapons of war in your hands - also gaining more weapon effects. In addition you are able to turn your counter attack into a disarming grapple, and eventually even catch ranged physical attacks and return them to sender.
- Diviner (1 to Understanding and the History and Lore Skill): Normally back at the mountain infusing holy relics you travel giving temporary effects to other items, while also being able to purge similar effects from other items. Through meditation and prayer you can temporarily bless any item with the effects of a holy relic. And eventually bless an individual with the self safe power. Granting spells from the Holy school, increased damage, or beneficial effects.
Flatlands:
(Rats, Mice, Ferrets, Cats, Badgers, ect)
* Soldier (Sergeant/Tactician(1 to Brawn and Technique)) - (Combat/Support)
A basic melee combatant. Very few if any ranged attacks but very skilled at fighting in formation. Near allies you grant them mostly melee bonuses at lvl 1, can block attacks for them at lvl 3, and at max Soldier level you can give up your attack to give them an extra one while you remain in a defensive stance.
- Sergeant (1 Brawn and Vitality): A veteran and frontline officer in the Flatlands armies you are the tip of the spear that enemies fear. One of the strongest melee classes available you now boost your allies by leading from the front, increasing their stats as you hit while still providing them bonuses near you.
- Tactician (1 Brawn and Training Skill): A field officer who stands in the second line to direct archers and shield walls into their most effective places. While weaker in a straight fight compared to a Sergeant you have the ability to call out priority targets, protect your allies from ranged attacks, and move them on your turn without opportunity attacks into better positions. Your bonuses now also apply more to ranged attacks.
* Archer (Black Arrow/Trapper(1 to Agility + Deft Hands Skill)) - (Combat)
A standard ranged fighter using a hunting or longbow. Vulnerable up close with scant training compared to ranged work. You are able to focus on a target at lvl 1 - increasing your chance to hit. Successful hits steadily increase your damage at lvl 3 (Ramping up per hit, down per miss back to base), and at lvl 5 call a shot to force your attack to hit.
- Black Arrow (2 to Agility): An elite sect of archers that you are invited too after a display of peerless marksmanship. You may be invited before you are of sufficient level to take this class - and require it to gain the class. Wielding massive Black War Bows and thick arrows, hence the name, you are a ranged Assassin. Gaining even further benefits to your accuracy and damage and having a certain amount of shots each day you can call to both hit and critically strike guaranteed.
- Trapper (1 to Agility and Stealth skill): Generally looked down upon in Flatlands society Trappers are often on the outskirts of the fortresses and lands. And tend to often change sides, following the money or excitement. Occasionally even trapping their fellow Flatlanders to sell to the Insects. They have less range and do less damage compared to Black Arrows but are far better when up close to the enemy and given time to prepare. Able to shoot very evasively to pin down enemies and get themselves out safe as well as set up debilitating traps to take out even the most dangerous foe.
* Rogue (Assassin/Anti-Mage(1 to Agility + Stealth Skill)) - (Combat/Misc)
A sneaky bastard, devastating when attacking the unprepared but kind of squishy in a direct fight. Often with many underworld connections. At lvl 1 you gain access to sneak attack bonus'. Lvl 3 gives you a disengage that moves you in a direction you desire that provokes no AoO. And at lvl 5 you are able to turn invisible and almost completely undetectable for a short time.
- Assassin: The standard path for Rogues you gain even stronger Sneak attack damage dice as well as established underworld connections. As well as occasionally contracts that will award you a lot of money or goods should you complete them. Everyone wants someone dead - you are happy to provide.
- Anti-Mage: A brand new class onto the scene who has to undergo a dangerous augmentation process by a team of alchemists to essentially act as a walking mana hole. You will lose some of your max health due to this procedure but in return you suck away the power of those you are near. Making casting from any magic school much more difficult and costly. As you increase in experience you gain the ability to disable not only casting but also any special ability as the coldness of your presence saps the strength of all. Often massively distrusted especially by Auroites. The long term effects of this on the Anti-Mage are still being worked out as its so new. But deafness seems to be a fairly common affliction after several years. But the Anti-Mage early adopters claimed they could still hear fine - the heartbeats of fear around them.
* Bard (Conductor/Dirge(1 to Technique + Performance Skill)) - (Support)
The fully supportive four of the flatlands. Popular as they effect emotions and can encourage large groups to go above and beyond with the application of rocking tunes. But obviously without extra help somehow they cant play an instrument and swing a sword at the same time. At lvl 1 you allow your allies to recover and move quicker outside of combat. Give then bonuses to checks and rolls at 3, and give them bonuses to attack rolls at lvl 5. Playing in a public space, besides Auro where you need a permit to play legally, can also provide a good source of coin or food.
- Conductor (1 to Technique and the Performance Skill again): One who would lead a team of bards but alone is essentially a super bard, able to play two instruments at once at max level or play one by wire as they fight. A celebrity in the Flatlands and often all of Spall as your level increases.
- Dirge (1 to Technique and Ambience skill): The less talked about but still highly sought after skilled Bard. In addition to the benefits you grant your allies you also provide the same buffs to the enemies. Just in reverse. Making it much harder for them to move and fight. Often employed in sieges to make the defenders lose hope and surrender.
Forests:
(Center Squirrels)
* Hopper (Tree skin/Elemental Conduit)(1 to Agility + Ambience Skill)) - (Travel)
One who has spent their entire life hopping from tree to tree and across rivers. You are able to travel and climb up almost anything at lvl 1 be it natural or constructed. You long life of serving the forest creatures and spirits lets you pacify most of both at lvl 3. And at lvl 5 can call on their assistance in a fight as you are considered their ally - gaining one of them as a companion.
- Tree Skin (1 Agi and Stealth Skill): One who truly understands the trees they grew up in. Able to camouflage themselves to be invisible in any natural ground, toughen their skin like bark, and able to transport themselves through the roots at max lvl.
- Elemental Conduit (1 Understanding and Spellcraft Skill): Rather than their ally you are now part Elemental yourself, and can channel their power like a mage would. Often shown through eyes full of wind or water. But rather than mana you slowly condense elemental crystals over time depending on your environment and can use them to make more elementals or use their destructive power.
* Naturist (Druid/Totem Stone(1 to Empathy + Ambience Skill)) - (Support/Misc)
Rather than running around like the Squirrel youth you take things more slowly to assist the living world to better grow and thrive. At lvl 1 you are able to use your nurturing hands to impart the energy of growth and water into others or yourself to help them regenerate hit points and bring back small plants from the brink. At lvl 3 you are able to bring things back into their natural unbroken state by repairing bone and other more serious injuries as well as fixing trees and regrowing connections. And lvl 5 lets you hear the essence of natural entities around you to gleam information on what has happened near or far. It will rarely be specific, but hints help.
- Druid (1 to Understanding and Empathy): Part of the forest itself Druids often have part of their body replaced by a natural growth. Often a bush for a tail literally. But you display the growth and majesty of the natural world. And can bring back almost anything natural from destruction. Trusted highly by the Squirrels
- Totem Stone (2 to Understanding): Nature is not always kind, and its destructive force can now be dropped on your foes. Slicing wind, hurricane force rain, and landslides. These are often fallen druids who are kept around only to keep an eye on them.
---
(Southern Deer)
* Planesman/woman (Primal Source/Horner(1 to Empathy + Creature Handling Skill)) - (Combat/Travel)
The planes around the Mountain are wide and far and so you patrol it often with a small animal familiar to assist in rounding up pack animals and chasing down trespassers. At lvl 1 you choose the said small generally dog sized animal companion who can understand you but not speak back. At lvl 3 you gain the power of command over medium sized beast should any be around and can calm or command them to a point. And lvl 5 you are part of every pack and can even ride the beasts of the planes or most other simple minded creatures to provide movement and combat opportunities.
- Primal Source (1 to Empathy and Agility): The beasts are a part of you now, and you can call upon their ferocity, agility, and speed when needed. Your animal is still at your side but has gained some of your skills as well.
- Horner (1 to Empathy and Creature Handling Skill): Your small animal has now grown up, and any other creature is quick to jump at your call. As such you often ride a creature into battle now and can call upon smaller ones to shred your enemies. The current PlainsKing is this.
* Shaper (Geomancer/Core Channeler(1 to Understanding + Ambience Skill)) - (Combat/Misc)
Similar to the Naturist but much more physically imposing and you work in stone and the earth itself instead of that namby pamby green stuff. At lvl 1 you gain the ability to read the stone and earth and determine who and what has recently moved across and where they went. As well as the ability to pull weapons and tools from the stone and earth below you. At lvl 3 you may shift and form your chosen elements into tempory emplacements to protect or block off certain lanes. And at lvl 5 you can turn those emplacements into sharp or smothering weapons for your use.
- Geomancer (1 to Understanding and Spellcraft): The world is now yours to shape into something better. Or at the very least something to make sure the wicked do not ruin it. As such you can turn stone and earth into short lived beings to assist you in combat or to pass messages through the earth.
- Core Channeler (2 to Understanding): There is a power beneath the earth that very few know about. But you will show them gladly. A very dangerous class that can call fourth the molten earth below the crust and cause massive damage. There are currently no know core Channelers in the Plains as the current Plainsking has banned the study of this. But there were a few before the current King took control. They wait and stew like the magma below them.
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(Northern Frogs)
* Water Strider (Flowing Drop/Erosion Expert(1 to Technique + Device Operation Skill)) - (Travel/Misc)
The most common to leave the swamps and shores surrounding the badlands these Frogs are skilled in water combat and maneuvering trading vessels and floating gardens. Often find work on ships where their swimming ability makes them skilled repairs. At lvl 1 they are skilled in constructing and moving water born constructions as well as having no penalty fighting in water. Lvl 3 shows them as skilled workers who draw attention - making fellow port dwellers take notice and often offer assistance. Lvl 5 gets them their own vessel. Often enough for a party of adventurers and supplies but not much more. Their advanced classes become much more combat orientated.
- Flowing Drop (2 to Agility): Now that you have a vessel of your own its time to make use of it! But after all the work you put into getting it so many others want it too. Cant have that. Perhaps you equip yourself with a wide hat and curved blade as you cruise the waves. Making sure no-one threatens your ship. Most otter vessels have a Flowing Drop as their Captain for raiding purposes. While you are in the water or on the deck of a boat you are almost impossible to both hit and beat in a melee fight. Able to move your vessel and crew expertly to avoid hazards and other pitfalls in Calm Waters that may inhibit your journey and making that sweet money! You become the Captain that everyone sees in port. Smiling, laughing, and confident.
- Erosion Expert (1 to Understanding and Spellcraft): A sharp departure from a Drop you are more akin to the silent dour Captain. Grim and determined. Often called cursed by those who know not what you do. You sail where others are often too afraid too. Either into enemy waters, storms, or narrow passage ways. The Seas and waters are not a place for joy or else it will end and devour you immediately. You are slower than a Drop during sailing but as a benefit Risky Waters do not slow you down at all and you gain the ability to generate the same Risky Waters at later levels with a ritual your crew joins in with. Eating away at the hulls of other boats to stop them moving or for easier raiding.
* Delver (Loyal/Fallen Delver(1 to Agility + Stealth Skill)) - (Combat)
Assassins and patient rocks in the water. Unmoving until a target comes close. Often remaining in the swamps to keep an eye on the Necromancers of the Badlands. Lvl 1 delvers suffer no penalty for fighting in and around water and in fact they gain combat bonuses. Lvl 3 allows them to gain similar stealth attack bonus' as a Rogue. And lvl 5 lets them move completely silently in water and be nearly impossible to detect for none frogs.
- Loyal (1 to Agility and Deception Skill): One who stayed with the tribe to continue their tireless work of keeping the Insects in their lands. Water is now as much of a part of you as your own blood. You constantly drip water and can at an instant snap and shape it into a lethal dagger for stabbing or throwing. Blades of the enemies have a very hard time stabbing liquid, and being able to become liquid yourself at max rank to pass anywhere the water can reach.
- Fallen (1 to Understanding and Spellcraft Skill): You delved too far. If you return you will be executed. But you did what had to be done. The Mantii and their minions have developed new skills that you did not believe the Frogs were prepared for. Rather than take water into your self you, like a Tapper, look into others and see all the water inside them. Waiting to be used. Your strikes now apply damage over time to enemies. And as you increase in rank these strikes become more and more debilitating and cause the Insects to drown as they stand on dry land. Culminating in being able to control others like a puppet, a very painful puppet, as you twist and torque the water flowing through them.
Badlands: Most other areas will dislike and distrust you since you experiment and work with the dead. Only the northern Flatlands are fully open to the Insects as they do work as Doctors.
(Insectoid people)
* Collector (Moulder/Maker(1 to Vitality + Physical Injuries Skill)) - (Combat)
The one that harvests the bodies and bones that littler the Badlands, and other areas, for use in experimentation. At lvl 1 you are able to strike for specific vulnerable areas on a target to apply debuffs to their physical stats. With lvl 3 you knowledge of the physical form lets you strike at pressure and vital points as well. Disabling or critically damaging on a successful strike. At lvl 5 with a weakened opponent you can attempt to physically remove an internal item of theirs from their body. A bone, an organ, anything you could theoretically reach. This attack will likely kill them and if successful is a powerful fear effect on remaining enemies. The issue of course is getting close enough to do your work.
- Moulder (1 to Empathy and Vitality): Now that you are skilled at collecting materials is time to do something with them. Moulders specialize in the smaller scale quicker work that is more helpful in the current battle. Forging a femur into a deadly dart for throwing. Or temporarily attaching a shield to a soldiers forearm to allow him to fight two handed with a shield. Their effects do not last forever but they are powerful. You also are more effective at fixing physical injuries.
- Maker (1 to Vitality and Technique): With all your materials collected its time to make something. Something big. Perhaps a full suit of armor, a bone sword, or a construct of body parts. They are not as intelligent or skilled as a Field Researcher but punch things far better. Your creations last far longer than Moulders and tend to be bigger scale.
* Essense host (Infuser/Puppiter(1 to Understanding, your Soul(s) gives you extra stats)) - (Any) (None Mothan becoming this class are extremely rare and require a good write up and reasoning)
Rather than physical remains you are skilled at the immaterial of that body. Working on calling back, gathering, and using the soul or essence of that former living thing. Hosts collect and store these essences to learn from, talk with, and exploit their skills for their own work. However, some souls may not want to be held and if you don't keep them controlled they may instead control you. At lvl 1 you will pick a soul you are currently hosting - this soul may have been a warrior, increasing your combat skill. Or perhaps a mender of wounds, giving you skill in healing. At lvl 3 you can now hold two souls, though you still need to find and take this and future souls, and switch between them as needed. And lvl 5 allows you to hold three to gain the skills you need in the given situation. The issue of course is collecting and containing skilled souls. But with the correct 'loadout' you can do almost anything. You are also able to talk with a departing Soul before it dissipates should you be close to a dying individual.
* You can hold as many souls as your slots allow but can choose to boost a certain soul to a level higher by using one of the slots to help it rather than be currently using another. Changing your slots around requires three hours meditation to rotate. So for example you can have a diplomat, Auro Mage, and Vermin Soldier soul held at lvl five but can be using all three slots for the vermin soldier. Making you very skilled at the soldier class. But to use your other souls you need three hours to redistribute the slots around.
- Infuser (1 to Empathy): You can now use one of your Soul Slots to put a fragment of a soul into an ally. Giving them the skills of that soul. To cover a weakness or to boost a strength. You also gain a Soul Slot at lvl 8 and 10.
- Puppeteer (1 to Understanding): With a weakened or sleeping individual you can now use a Soul Slot attempt to force their soul aside and slot in one of yours. Your slotted soul now has control over that body but the original soul is still inside, just contained. A sufficiently big injury to the body can knock your slotted soul out but until then as long as they want to help you they will remain. Though they may also try to run off in the middle of the night to return to their old life. You also gain a Soul Slot at lvl 8 and 10
* Field Researcher (Golemancer/Toxicologist(1 to Vitality + Infections and Diseases Skill)) - (Support/Misc)
The most common of the insects to leave the Badlands they research and study the goings on and knowledge of those outside the Badlands with a small construct of theirs at their side to assist in dangerous situations should they arrive. To better fit in and be more welcome these are skilled at helping those injured and suffering and many become pillars of the communities they visit even though they rarely stay. At lvl 1 you are able to bandage and splint most common injuries as well as staunch bleeding and slow the spread of toxins and venoms. While your little buddy can easily inflict these on enemies by watching you. At lvl 3 you are able to siphon off and remove those damaging effects and even transfer diseases and deep seated sicknesses out of people and into your construct. But they can take it and will gain extra effects on their attacks depending on the disease siphoned off. Lvl 5 lets you keep the diseases in yourself as well and contained. Weaponized in fact. You can also create them yourself after seeing so many in your travels and can unleash them when needed. Traveling Researchers rarely do this however as it tends to completely incinerate their good reputation.
- Golemancer (1 to Understanding and Spellcraft Skill): Little bitey has grown up! And is now way stronger to bash down those bandits. You also become stronger yourself in physical fights.
- Toxicologist (1 to Vitality and Physical Injuries Skill): Master of all things internal your strikes leave foes massively infected and often begging for death or a cure. You yourself become immune to diseases and sickness and instead use them offensively very concentrated.
Border areas and others:
(Anyone you want bby)
* Tough Guy (Marauder/Mad Claw(1 to Vitality and Brawn)) - (Combat)
A bruiser bandit of the borderlands between the main settlements and land sections. Good at taking what they want and shrugging off reprisals. They tend not to be too terribly smart but you dont need no fancy education to take food and shinies! At lvl 1 you take a bit less damage from every hit you take. At lvl 3 you deal a little extra damage on every hit you make. And lvl 5 you can bodily lift up targets within reason and throw them. Be they enemies or nice big rocks.
- Marauder (1 to Brawn and Intimidation Skill): Heavily armored and with an equally heavy weapon Marauders give Sergeants a run for their money in a straight fight. Not least of which as they themselves get stronger the longer a fight goes on and blows are exchanged - rather than buff their allies.
- Mad Claw (1 to Brawn and Physical Entry Skill): Weapons and armor are for the weak. The weak! As such you use neither as you rip and tear enemies asunder and shrug off massive injuries in a blind red rage. Extremely fast and damaging they tend not to live too long but are feared.
* Looter (Brigand/Swashbuckler(1 to Agility + Deft Hands Skill)) - (Misc)
The more lanky of the bandit pair who tends to roll up spinning a rusty blade and an evil smirk. The more clever bandit who can pass themselves off as a normal commoner to get into settlements to more easily sell their often stolen loot. At lvl 1 you gain extra loot from any time loot is obtained - body or chest. It may not be big, but every little bit helps and one day you'll loot that crown! At lvl 3 you have connections with the authority of each major section and settlement. Even the religious nutters. As such with the right words and palm greasing you can make the powers that be look the other way while you and your cronies get on with business. And at lvl 5 these connections strengthen to the point where you can just nod and guards and they look away. And if someone does get caught you can get them out for a fraction of the full bail. Just be aware that while the law may look the other way. The commoners and their mob rule may not.
- Brigand (1 to Agility and Stealth Skill): Drifting further from the law Brigands take on aspects of rogues to completely avoid the attention of the guards and gain large benefits in loot and damage for taking opponents unaware. You also know the back way in to almost every location.
- Swashbuckler (1 to Agility and Deception Skill): Deciding that always going against the grain would be dangerous Swashbucklers become more visible as they make a show to respect the law. They are just here to provide a show and solve problems! Masters of dueling they make a very nice profit preforming tricks for the masses and besting anyone who wants to challenge for money. As well as solving problems they know all too well about by making back alley deals with criminal elements to keep their groups safe while to the public the group has been defeated by the heroic Swashbuckler!
* Wave Dog (Battlemaster/Trademaster(1 to Brawn + Device Operation Skill)) - (Misc/Social)
Often otters that prowl the coast and rivers of the continent. Skilled at trade and operation of their craft while also being decent at defending their vessel on deck or in water. At lvl 1 you gain access to better prices from your trade connections in port and half penalty for fighting in and around the water. At lvl 3 you gain proficiency in ocean navigation, river roving, and have no penalty for fighting in water. At lvl 5 you gain contacts in any location connected to water and can help your party get deals and information. However some contacts may dislike you depending on how you have acted thus far in the campaign
- Battlemaster (Training and Physical Entry Skills): You have seen many raid attempts, either for or against you, and know exactly what to do. In offensive or defensive situations you always have a plan and can direct your crew to perfectly execute them. You are essentially a Tactician specializing in water warfare and navigation.
- Trademaster (1 to Empathy and Ambience Skill): Everyone loves you. Loves you so much they will throw open the port for you. You need anything? You got it at a bargain price! You become the ultimate friend to any party who can get them in anyone connected by water and get any information or item.
* Guildie (N/A) (1 to any stat + any Skill) - (Any/Social)
Someone who grew up in the adventurers guild. With basic combat and healing abilities you have no unique or special power compared to the other classes but you have access to any other class once you reach lvl 5 for hybriding. At lvl 1 you may pick a selection of traits plus one skill to become proficient in. Perhaps melee combat, or archery, basic mana manipulation, prayer and protection, disease and injuries, to name a few. At lvl 3 pick another selection of experiences and skill, then another at lvl 5. You tend to have contacts all over as other adventurers will like you as well - just keep in mind not everyone likes the adventures guild. This means at lvl 5 you will 4 trained skills in addition to any you pick from your level 2 and 4 increases assuming you do not take stat increases instead.
* Citizen (N/A) (2 points to use in any stat) - (Any)
The counterpart to a Guildie who has no gimmicks. No innately trained skill. Just raw work and stats. At lvl 1 get one stat point. At lvl 3 pick another free stat point. Then at lvl 5 pick a third. This means just from leveling to 5 you will have seven bonus stat points; five from being a citizen, two from your level 2 and 4 (assuming you don't choose a skill instead). You have no special powers or magic or anything. Just numbers on your side. A class made for min maxers to build into an incredibly strong late game base class, or if you really like your base class and just want more stats.
* Merchant ((Doyen/Kingpin)(+1 to Empathy and Technique)) - (Misc/Social)
Often part of trade caravans or ships these are the deal makers. And they will give you a special on these wonderful items! At lvl one you choose a selection of items you are currently working on selling as well as a mercenary retainer that you are currently employing. They will generally come from the same location/species selection and therefore class as you but it will be up to the DMs discretion. They are often for keeping you safe but can be for other tasks as well as long as you keep paying them. At lvl 3 your current and previous successes have been passed around and now you have a trusted contact in major settlements who can help get you in and to the right people - but if you have wronged a settlement or it can be proved your party did you may lose them as options. And at lvl 5 you have started to gather followers. They are drawn to your success and if you have the funds you can start to hire them. Which are very important for your advanced classes.
- Doyen (1 to Empathy and Interview Skill): As the most successful or eldest of your old company you have now taken over from the former leader. And it is up to you to grow the business and your own influence. Your later skills will relate to using your employees more efficiently and getting into boats and caravans of your own.
- Kingpin (Deft hands and Deception Skills): Having see the joy of mountains of money you have decided that its time for some more. Quicker. As such you turn from the law and enter into the underworld of smuggling and fraudulent goods. Your later levels making you better at this and better ways to sabotage enemies. This has a quicker and higher payout compared to Doyen but is much more dangerous. Hope you keep your guards well paid.
* Traveler (Mimic of Many/Master of One) (+1 to Agility, one skill of your choice) - (Any)
Perhaps you never knew your family, or they all perished, or left for a better land and left you behind. Or maybe you just felt a wanderlust that never really went away. So off you trot to see the world to understand it and yourself. How far can you really go? How will you react to all the stories you have heard when you see them for yourself? At lvl 1 you've met enough people to never make another social faux-pas which makes others like and respect you more. Lvl 3 lets you shrug of debuffs and injuries in half the time as normal. You walked through that blizzard uphill both ways after all. And lvl 5 you can guide others through almost any situation with the knowledge of the land as well as a sixth sense of danger. You now cannot be sneak attacked and unless attacked by an advanced rogue or equivalent you can still pick them out enough to give a general location of them or other hidden dangers.
- Mimic of Many (1 Stat and Skill of your choice): You've seen many soldiers, mages, and clerics crossing your path on the road. So you've picked up a thing or two watching them march and preach. Choose two other base classes, you now have their lvl 1 skills. Lvl 8 gives you another, and lvl 10 gives you another for a total of four extra lvl 1 classes you can now dip into. However keep in mind that you will not necessarily have the tools of the other classes (Solatic artifact/Arcanist focus/Essense host soul trap) so those may be limitations to your mimicry.
- Master of One (1 Stat and Skill of your choice): You have traveled the land and searched for what could be answers or something to make it all worth it. Perhaps you found it. Or you have decided to look inward to yourself. The constant in all the change you saw and decided to master the only thing you really have control over. You will be a rock in the river of life. Unmoving until you choose too. This is a state very few achieve and those that witness your peace and determination are often moved by such a display. You now have the ability to once a combat encounter completely ignore any one enemy attack. You saw better before and avoided it deftly. As your skills increase your control over yourself will only increase. Eventually allowing you to project your life force outward in blasts and boosts to yourself. Turning your life into outward power. Is it magic? Or total self control. Only those that walk the path can discover that for themselves. A path you are happy to set others upon.
* Diplomat (Envoy/Doomsayer)(+2 to Empathy) - (Social)
Relations between the various factions and players need to be maintained and its your job to keep the connections between them clear of debris and easy to navigate. At lvl one you gain deep knowledge and understanding of two groups. For example the Adventurers guild and Midtown or the lower Sanctum and Auro. These are the groups you travel between normally and help keep the peace and pass along transgressions. At lvl 3 your job is known to all connection to those locations on a more macro scale. Like Auro proper if you worked with their guild or university. This makes anyone connected to them generally happy to help as you are working toward their best interests. They may not leap in front of an arrow for you but they are happy to talk and give better prices. And with some extra convincing could be made to do more. And at lvl 5, as befitting your high station, you gain diplomatic immunity to most of the laws and restrictions of your chosen locations. After all its required for your job. You would know.
(You can also play Diplomat as a spy for one of yours or a completely different location/fction. But that's a dangerous game to play. The two advanced classes are like a proper little lords son versus Grima Wormtongue)
- Envoy (1 to Empathy and Interview Skill): Throughout your tireless and peerless work for your chosen locations you have gained the ear of the leaders. And can ask for favors and boons from them. You have met them personally after all and as you gain more levels you will be able to ask for more to help your cause.
- Doomsayer (1 to Empathy and Ambience Skill): Your deep knowledge of your chosen locations have also let you learn what they fear. And you can now use this to extort and twist individuals from various locations to do basically anything you want. This is a dangerous game but can get you a great many things if you are careful.
* Artisan (Enchanter/Saboteur) (+1 to Technique + Examination Skill) - (Support/Misc)
Castles, swords, carts, and boats. These things don't make themselves and while parts of them can grow on trees it takes a special kind of person to make them into useable items. That person is you! At lvl 1 you choose a type of item you are skilled at making; perhaps metal weaponry, wooden tools, or vehicle components. You begin with some of these. Be aware that starting with boat building will not give you a large boat or a big home for domestic construction. In your chosen field however you will start with one complete example and materials to almost make a second as well as gaining the skill and knowledge to repair it and other items in the field. Lvl 3 gives you the ability to expedite your work as you are used to it by now. As such repairs and construction take half the time. They may not look as nice as they can be but they won't break. These skills are what gets the Northern Blacksmiths the big commissions and money. At lvl 5 given time and materials you can construct 'Matching pairs'. These are not two of the same item but instead two items that are made to work together. For example perfectly weighted short swords for a berserker. Or a shield with the perfect cut for a spear. Or tailor made sails. These provide a benefit to both items together which depends on the type of items they are.
- Enchanter (1 to Understanding and Spellcraft Skill): Long hours and many years of practice and work have made you think and consider your items almost as living things imbued with their own life. And life supports magic. As such you are able to, with a longer than average craft time, able to imbue your chosen products with small amounts of magic. Growing the power of these enchantments as you increase in levels and eventually able to cast the spells yourself. Though often with less mana available than true mages.
- Saboteur (1 to Agility and Stealth Skill): Making things is all well and good but why try to gear up for a big fight that you may lose when you can sneak in and make their forges crack in half, supply wagons tip and spill, and armor straps all come lose? Dipping into rogue skills you are still a master of your chosen field but also know just what small touches will make them completely fail. Increasing in levels makes it harder for anyone to notice what you are doing or even notice you at all. But, you claim with a smile, all you offer is a tipping of the scales - for the right price.
* Farmer (Reaper/Chef) (+2 to Technique) - (Support/Misc)
While called a farmer these workers can do many things for their trade. Tilling the land, fishing, maintaining a forest, tending to a lords orchard, or raising animals on the plains for food or work. Could be under the employ of a land owner or working your own family farm. But eventually product has to be moved around. At lvl 1 you are able to carry a larger selection of equipment and supplies than other classes without movement penalties and can provide food and comfort to your party or people you find on the road easily to make friends. At lvl 3 your work around the farm and all the tools of the trade allows you to repair most mechanical devices, tools, weapons, and armor. Not back to full condition but enough to last a bit longer. Gota make them last to keep profits high! And at lvl 5 your team is much better at working together with you grouping them up for work. Be that operating a boat, storming a varmint den, or getting across the open ground. Giving buffs to movement, cohesion, and defense.
- Reaper (2 to Agility): Sometimes the world gets a bit overgrown doesn't it? So full of weeds and filth. It needs to be pruned. Violently. You've seen too many harvests collapse so its time to do something about it. You begin with massive damage buff to damage and attack rolls with farm tools, especially scythes, and gain movement and leaping skills with level. The world must be trimmed.
- Chef (1 to Vitality and Empathy): All that produce and product you create is now ready to be made into something! Similar to Alchemist you provide mainly party wide buffs for those that eat what you create. However these often take longer to make than a potion but feed more than just one person. And despite feeling a little full tend to have fewer side effects. Also a good way to make money making banquets in the various settlements!
* Herbalist (Seer/Witch) (+1 to Vitality and Empathy) - (Support)
The Tough Guy and Looters of the world need someone to make sure they don't die to an infection or broken bone and there are those in the wilds that happily accept food or more solid payment for helping them with these services. But that does not mean they are only found out of cities. Despite rarely working as a team most Herbalists know several others of their field and information is sold at a premium just like their healing services. At lvl 1 as you wander the land you will pick up herbs and materials that you can use to make poultices, bandages, teas, and other items to help you heal and fix injuries. This is a passive process and will mean as long as you move from place to place you will have a constant supply of healing items. Your heals take a long time to apply compared to a magic heal but you are one of the few classes that can heal almost every type of injury. At lvl 3 you also pick up rumors and connections as you travel. People in the wild and cities can see you are a Herbalist and will often come to you offering payment in various forms for help. But loose lips are ever present and during this exchange of goods or just talking you will pick up important information. Often leading you to quest starts or the leads on treasure. Just remember to charge for information rendered if the npc wants that. And at lvl 5 your long days of wandering the land has led you to see a lot and hear a lot. With this power you are able to stop most fights from happening in your presence by knowing those involved. Being able to call to them by name and explain that others they know would suffer due to their actions here does a lot to deflate hostilities.
- Seer (1 To Understanding and Spellcraft): Your view of the world now goes beyond what your mortal eyes can see. With eyes often dimmed to the normal reality that we all observe you can now see glimpses of the possible futures and perils that could befall you, your friends, or clients. That is what is claimed at least. Many skeptics shout that the Seers only use their knowledge from traveling to accurately predict how events will play out. But your accuracy can often be scary. As you grow in level these vision happen more frequently and with sharper focus. They will often happen at semi random intervals involving random individuals. But if you have a personal effect from someone who wishes you to See for them, like hair, you can attempt to divine their future specifically.
- Witch (1 to Understanding and History and Lore Skill): Many Witches claim to be Seers as they also required a personal effect from their 'client' but rather than use this to see a glimpse of their future it is used to curse their present. This is not looked favorably upon by anyone and as such Witches tend to be very secretive. And demand a very high price for what they do. Solatic and Auro researchers however are actively seeking them out. Trying to learn how they do their curses. Is it Mana? A prayer to some outer entity? Whatever it is their curses can range from simple trouble sleeping, to bad luck, to family tragedy, and even eventual death.
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