Starting Classes

Barbarian: Owing to the civilized and tamed state of the Old World, starting characters cannot choose Barbarian as a class.

Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame. Bards cannot learn healing spells.

Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods. Clerics cannot spontaneously cast heal/harm spells.

Druid: The druid is a worshiper of all things natural—a spellcaster, a friend to animals, and a skilled shapechanger. Druid’s may not start with an animal companion that is a dinosaur.

Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor.

Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense. Monks gain a powerful ability Worthy Opponent at 1st level similar to a Paladin’s Smite Evil ability. See House Rules for more details.

Paladin: The paladin is the knight in shining armor, a devoted follower of law and good. Paladins use Wisdom in place of Charisma for their Lay on Hands and Spells abilities.

Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.

Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes. Rogues gain no spell-like (sp) abilities.

Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.

Wizard: The wizard masters magic through constant study that gives him incredible magical power. Wizards gain zero bonus spells known each level. All arcane research must happen during the course of the game.

Bonus Classes

Cavalier: Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and strength at arms to rally his companions and achieve his goals.

Oracle: Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.

Witch: Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.

Starting Classes

New Frontier Akanar