Chapter 12 Player Character Classes
Chapter 12 Player Character Classes
Just as important as the character race is their class. A character class is a fundamental part of the identity and nature
of characters. It is what your character has worked and trained at during his younger years. If you wanted to become
a doctor, you could not walk out the door and begin work immediately. First you would have to get some training.
Your character is assumed to have some previous training and guidance before beginning his adventuring career.
Now, armed with a little knowledge, your character is ready to make his name and fortune. A character's
capabilities, strengths, and weaknesses are largely defined by their class.
People have jobs, but adventurers have classes. Class defines an adventurer’s skillset: Wizards do magic, druids
interface with nature, and barbarians hit things (HARD). Not a job or an area of study, classes are more like
occupations or callings. A bard, for example, might not get paid to play music, but they weave magical music-
playing into their life and ambitions.
Advancing in a class makes a player’s character more powerful and better able to affect change in the world. It
broadens their skillset and better equips them to be heroes.
A well-rounded party of characters requires a variety of abilities offered by the classes found within the game.
What follows are very brief descriptions of the available classes. When one is found that is of interest you should
read the full character class description.
Each class has a required ability scores they must meet to be that class, so me even have one of the eight ability
scores that can grant an experience point bonus. Matching a primary ability to the general role you want to play is a
great way to guide your class choice. For example, if you decided that you want to be a social engineer, you might
want to pick a character who has high charisma. That way, it’ll be way easier for you to accomplish your
manipulations. If you decided that you want to be a sneak, look for a class with dexterity as the primary ability.
Some classes are race or location specific, such as the Dwarven Craftpriest or the Black Scorpion. Those races that
are limited to a specific race, may only be used for that race. Some classes are similar and some are exactly the same
just different names (these are evil classes, I got lazy, sue me, no, not really, don’t sue me I am broke enough). So, a
Dwarven Craftpriest may only be a dwarf, not even a dwarf hybrid may be this class.
The other classes that are location are location specific are a different matter. While a player that wants to start with
a Black Scorpion, must be an Arakkadian, though game play and roleplaying an experienced character MAY be able
to dual-class. They may NEVER multi-class, once someone learns the skills of a native class they are expected to
give their everything to that class as a way of acknowledging the honor of being trained.
Multi-Classed Characters
Non-human characters are able to have more than one class at a time. This is known as "multi-classing." Different
races have different multi-class options available to them. Some general rules do apply to all multi-classed
characters, regardless of race or the specific class combination of the character.
Experience is always evenly divided between the character's classes, be they two or three. This is so even if the
character can no longer progress in a given class due to a racial limitation. Example: A dwarven character is a multi-
classed cleric/thief with a wisdom score of 16. For his entire adventuring career, he must divide any experience
points earned between his two classes. Once he reaches 9th level as a cleric, he can no longer gain levels in that
class, even though he can still gain levels as a thief. From that point on, he is effectively gaining half the normal
number of experience points, as his earned x.p. are still being divided between his cleric and thief classes.
If a character is entitled to an experience point bonus in one or more of his classes, he still receives it for those x.p.
tallied for that class. So, if a cleric/thief with a wisdom of 17 and a dexterity of 13 got an award of 4,000 x.p., 2,200
would be applied to his clerical progression and 2,000 would be applied to his thief progression.
Multi-classed characters will, naturally, progress at different rates between their respective classes, because the x.p.
requirements for each will be different. As such, they will not always neatly gain x.p. for all of their classes at the
same time.
Each time a level is gained in any class, the player should roll the appropriate die, odd the constitution bonus, and
divide by the total number of classes the character possesses (rounding down). Example: A first level fighter/first
level mage with a constitution of 15 gets enough experience points to reach second level as a fighter. He would roll
1d10, odd 1 for his constitution bonus, and then divide by 2. That would then be added to his permanent hit point
total.
Initial hit points ore determined the same way; take the maximum for each class, add the constitution bonus ta each
die, add them all together, and then divide by the total number of classes. Round down ii applicable. Example: A
fighter-mage with a constitution of 15 would get 10+ l +4+ 1 = 16/2 = 8. So, he starts with 8 h.p.
If a multi-class character has reached his maximum level because of a limit based on an ability score, and
subsequently that ability score is increased (magically or otherwise), thus allowing him to became a higher level, the
necessary x.p. to gain the level can only be applied to that class, and must be earned, after the ability score is
increased. Just because a multi-class character has more x.p. than would normally be required, he does not
automatically increase in experience level because his ability score has increased.
Multi-classed thieves are limited to the armor and weapons of a thief, or they are not able to perform any thiefly
functions while wearing more restrictive armor. Multi-classed clerics ore not restricted to non-edged weapons unless
their deity specifically forbids it.
Multi-classed mages are able to wear armor and wield weapons available to their other class(es). So, a cleric/mage
could wear any sort of armor and wield non-edged weapons, and still be able to cast both cleric and mage spells.
Note that druid/rangers would normally be exclusive of one another due to their alignment restrictions. Such
characters must walk a fine line alignment wise; they are either neutral with good tendencies or neutral good with
neutral tendencies. The game master is encouraged to scrutinize such characters carefully with regards to alignment,
punishing transgressions severely.
Multi-classed characters use the best saving throw in each category from their available classes. They also use the
best "to hit" column in combat.
A character they may multi-class does not have to do so at the start. They may begin another class after they have
passed 1st level. They must still meet all requirements for the new class. Once they take the new class the experience
points are divided by the number of classes.
Changing Classes
Human characters may, once in their careers, switch from one class to another. Barbarians may never change classes
(nor can any other class become a barbarian), and neither can non-humans, who have the option to have more than
one class at the same time (see multi-classed characters above). No character may switch classes more than once,
nor may the character switch back.
In order to change from one class to another, the character must have at least a 15 in that attribute most central to the
class they are currently in, as well as at least a 17 in that attribute central to the class being moved to. Those
attributes ore: bard, charisma; cavalier, constitution; cleric, wisdom; fighter, strength; mage, intelligence; thief,
dexterity. Fighters with exceptional strength do not lose it, but non-fighters with an 18 strength do not get to roll for
exceptional strength when they change.
Once a character embarks on a second career, he retains the hit points he gained in his first class. Otherwise, he is
treated as if he is a first-level character in the new class for all purposes, except that he does not gain any hit points
upon gaining levels unless he has exceeded his maximum level in the old class. If, at any point during a given
adventure, he should resort to using any ability or power from his original class, he forfeits all experience points
earned during that adventure.
Eventually, assuming the character survives, he will rise in level in his new class above his original class. Once that
happens, not only is he allowed to gain additional hit dice appropriate to his new class, but he can then use the
powers and abilities of the old class without forfeiture of experience points, as long as restrictions regarding armor
and weapons ore observed (i.e., someone who switches from being a mage to being a fighter would have to take off
his armor before being able to cost a spell).
The process of changing class will take 1d4+1 weeks, plus a mentor of at least 7th level in the new doss must be
found. Such a mentor will charge 1,500 g.p. per week. Once the new class has been entered, the character will not
have any of the special abilities of the new class, but must observe all of the restrictions (on weapons, armor,
alignment, behavior, etc.). Once the character has earned 50% of the experience points it would take to become 2nd
level in the new class, he will be a full-fledged member of the new class, able to use all of the powers and abilities of
that class. The hit points earned prior to the assumption of the new class's powers are not lost.
In regards to Dual class, in addition to what was stated already, the following three rules apply to Dual Classing.
1. If multiple spell casting classes are picked, a character may only have one from each of the magic types
(arcane, divine, or primal)
2. If a class requires a specific alignment any other class taken MUST follow the same alignment or the
character loses all bonuses from the class with a required alignment or they pick another class.
3. Dual class is limited to Humans
The lists at the end of this section cover what classes can and cannot multi or dual class. There are NPC only
classes, these classes cannot be a character’s starting class. If a character is able to MULTI class may take one these
classes as one of their classes. Not only must they divide their experience points, they may only gain experience in
the NPC class when performing as per that class. There are also Evil Classes and Evil NPC Only classes, at no time
may a character take any of these classes.
There is one final rule in Dual and Multi classing. If the combination makes no sense or seems to overpowered the
DM may veto that combination, no reason need be given. The DM’s word is law. If an example is needed:
Bandit/Detective. In no way does this make sense as a multi class. Now a savvy character can play this as a dual
class, either as a reformed bandit or a disgraced detective. If the player can provide a legitimate reason, that involves
backstory and roleplaying than go for it. DMs just remember “Because character was raised by gods to be the most
badass guy on the planet” is not a good reason.
Core Classes
Cores classes are the classes that other classes fall under one of these six classes:
There are 5 classes that do not fall into any subtype. These classes are:
Dreamer – Partial Class (see class description)
Smith – NPC Only class, rarely may dual-class with Barbarian or Fighter subtypes, that may dual-class.
Smith must be the 1st class. Smith may ONLY dual-class as they would rarely have a chance to actually
gain x.p. as a Smith. If I have to tell you why they may only dual-class with Barbarian and Fighter
subtypes, you probably think a scribe could swing a two-handed sword.
Artisans – NPC Only class
Sage – NPC Only class
Scribe – NPC Only class
Barbarian Subtype Psionicist Subtype
Berserker Muscleman Wildling Cerebral Knight
Beast Master Pit Fighter Sister of Aquarian Order
Brawler Shaman Mentalist
Clan Warrior Witch Psion
Gladiator War Witch Psychic
Rider of Jen Witch Doctor Soulknife
Pathfinder Beast Hunter
Fighter Subtype
Aeronaut Hero of Kaltos Slayer
Archer Hexblade Sumatori
Blade Master Hexer/Witcher Swordmaster
Black Heart Hobbit Guardian Templar
Black Scorpion Hobbit Slinger Temporal Champion
Bounty Hunter Hunter Temporal Raider
Bushi Huntsman Temporal Warden
Centurion Ite Thane
Crusader Kom’Huandyr Totem Warrior
Drúedain Shadow Warrior Lycan Hunter Undead Slayer
Dust Wand Slinger Man at Arms Vampire Hunter
Dwarven Delver Mariner Varangian Guard
Dwarven Earth-Forger Monster Hunter Voivode Enforcer
Dwarven Fury Navigator War Rider
Dwarven Machinist Nobilis Champion Warden
Dwarven Vaultguard Noble Warlord
Neuromancer Piao Shih Warrior
Equalizer Pohjolan Ruinguard Warrior of the Fae Courts
Escrimador Ranger Watchman
Exorcist, Warrior Reaver Weapon Master
Feyblood Red Branch Warrior Warmistress
Forester Sentinel
Gallowglass Shootist
Knight Subtype
Chevalier Knight of Ardor Rune Knight
Dragon Slayer Knight of the Ebon Ankh Samurai
Druidic Knight Knight of Flowers Selenic Knight
Dwarven Paladin Knight of the Iron Heart Legion Solarian Knight
Eladrin Cavalier Knights of Sanctity Squire
Gallant Knight of Telatium Thane
Holy Fighter Knight of Vindication Void Knight
Honorbound Paladin Witch Knight
Knight of Arconis Red Jade Templar
Priest Subtype
Barber Surgeon Gnostic Priest Magus
Cleric Inquisitor Medicine Man
Cultist Occultists Monk, Eastern
Dark Druid Oracle Monk, Western
Demonlater Pellar Mudang
Demonologist Plague Doctor Sohei
Druid Prophet Spiritualist
Dwarven Craftpriest Purloiner Witch
Exorcist, Priest Shaman Witch Doctor
Witch Hunter
Thief Subtype
Acrobat Gypsy Shadow Dancer
Assassin Hellblade Shadow Walker
Balladeer Herald Shinobi
Bandit Holy Slayer Slaver
Bard Investigator Sohei
Bounty Hunter Necrobard Spell Slayer
Courtesan Nexus Bard Spell Thief
Demon Hunter Pirate Swashbucklers
Detective Pohjolan Sin Eater Temporal Thief
Explorer Princess Thug
Fortune Teller Riddlemaster Tomb Raider
Geisya Rogue War Chanter
Greensinger Scout Wanderer
Wizard Subtype
Alchemist Illusionist Shadow Mage
Arcane Knight Incantatrix Sorcerer
Artificer Librarian Sorcerer of the Black Gate
Astrologers Lighthouse Keeper Spell Singer
Baleful Sorcerer of Tsathag’kha Lingomancer Spell Slinger
Battle Mage Lore Master Spider Mage
Blood Mage Mahotsukai Star Powered Mage
Blood Witch Genjutsushi Summoner
Binder Yojutsushi Summoner (magical beast)
Bokor Merchant Temporal Mage
Chymist Metaphysician Timelord
Clockwork Mage Mystic of Nog Vivamancer
Conjurer Necromancer Void Mage
Death Master The Necromancer Void Sorcerer
Crystalmancer Nobilis Wizards War Wizard
Dream Weaver Pohjolan Dark Lord Warlock
Elementalist Pohjolan Sorcerer Wild Wizard
Forge Master Rivan Mage Wizards of the Fae Woods
Gnomish Alchemist Rune Graver Wu Jen
Gnome Trickster Rune Master Yakuza
Goetic Mage Rune Weaver
There are great number of classes, offering great flexibility for a starting character. Some classes; however, are
specific to a certain race or location. If a class is race or location specific it will say so in the class write-up. Some
are fairly obvious like Gnomish Trickster. These classes are restricted as they are because they either:
Two examples of this are the Dwarven Craftpriest and the Vampire Hunter.
Only pure dwarfs, not even a dwarf hybrid, may be a Dwarven Craftpriest. A craftpriest is built around the forging
abilities of the dwarven smith. Craftpriest’s will NEVER train a non-Dwarf.
A player that wants to start play as Vampire Hunter must be from Targavista. In this case multiple races may
become a Vampire Hunter, but regardless of the race they must be from Targavista. A character that finds
themselves in Targavista may petition to become a Vampire Hunter as either a Dual or Multi class.
Race Specific Classes
Class Race
Aeronaut Human, Upworlder
Battle Mage Human, Upworlder
Black Scorpion Human, Arakkadian
Drúedain Shadow Warrior Human, Drúedain
Dwarven Craftpriest Dwarf
Dwarven Delver Dwarf
Dwarven Earth-Forger Dwarf
Dwarven Fury Dwarf
Dwarven Machinist Dwarf
Dwarven Paladin Dwarf
Dwarven Vaultguard Dwarf
Eladrin Cavalier Eladrin
Feyblood Eladrin
Gnomish Alchemist Gnome
Gnome Trickster Gnome
Greensinger Eladrin
Hero of Kaltos Human, Traladar
Hobbit Guardian Hobbit
Hobbit Slinger Hobbit
Pohjolan Dark Lord Pohjolan
Pohjolan Ruinguard Pohjolan
Pohjolan Sorcerer Pohjolan
Pohjolan Sin Eater Pohjolan
Rider of Jen Human, Jen
Sister of Aquarian Order Human
War Chanter Dwarf
War Rider Dwarf
Warriors of the Fae Courts Eladrin
Wizards of the Fae Woods Eladrin
To change things up a little with a class simply rename it after the equivalent profession of the race it’s from. For
example, in Shahjapur classes would be named as follows:
This can help players feel more connected with their character’s backstory and homeland.
Class Descriptions
Dunya Classes Book I
Acrobat – The acrobat is a unique type of adventurer. While he possesses the agility of a acrobat, he also has
several thief skills. He does not necessarily apply his skills to nefarious ends. Instead, he applies his extraordinary
physical abilities to reach the hidden perches and unassailable places where adventurers often find themselves. By
scouting otherwise inaccessible places they offer their companions vital information. Physical combat is not their
area of proficiency, but their amazing reflexes often allows them to avoid otherwise deadly attacks from both
sword and spell. Acrobat often go from traveling performers to adventurers because they are thrill-seekers looking
for the next great danger, though some less than scrupulous acrobats are often fleeing from a darker past.
Aeronaut - Aeronauts are daredevils who ply the skyways in primitive, lighter-than-air flying machines. Airships
are unstable and dangerous, and aeronauts are considered almost as unstable. In a world of fireballs and gargantuan
flying monsters, who else but a madman would defy the gods and take to the skies?
Alchemist - Alchemists are practitioners of the physical and metaphysical doctrines of the science known as
Alchemy. Though Alchemists are not spell-casters, they are able to utilize scientific principles and the
metaphysical ability known as Projection of Will to create substances which have magical properties.
Apothecary - Apothecaries are practitioners of alchemy focused on healing, but also have skill with concocting
and administering poisons. They are experts on curing diseases and reversing poisons by balancing the four
humours. In combat, apothecaries prefer to stand back from melee and hurl vials of acid at their enemies.
Arcane Knight – The Arcane Knight follows the rules of chivalry like a Knight but studies magic as well as
martial prowess, engraving their suits of armor with runes that allow them to cast spells. They wield martial and
might and magical skill while wearing the heaviest armors available.
There are two official Orders of Arcane Knights: The Order of the Arcane and the Order of the Phantasm. The
Order of the Arcane can cast Sorcerer spells while the Order of the Phantasm utilizes illusionist spells.
Unofficially, there are rumors of renegade knights who have formed their own dark order of Knights, the Order of
the Necromancer, who cast necromancer spells.
Archer - Archers are masters of ranged combat. They prefer to take down their enemies from afar and generally
avoid close combat. Although some races, such as elves, certainly favor this class and are well suited to it, any race
can excel at being an archer, given enough training.
Artificer - The artificer is an expert of mad sciences and engineering. As much H.G. Wells’ Dr. Moreau as his
Time Traveller, the artificer is a mix of wondrous and macabre. The rational and the arcane are tools to advance
their understanding.
Artisan - An artisan is a person who can make an object from raw material. The object could be a dress, a pair of
shoes, a hat, a sword, or a suit of armor. Some objects are quite simple and do not require great skill or training--
passing on the knowledge from mother to daughter or father to son is sufficient for many basic items used in daily
life. When the item in question is complex or has tricks and secrets in its crafting, then the artisan is truly in his
element.
Assassin - The assassin class is a specialized variation of the thief class, with the primary objective of killing for
hire. Assassins may also be hired as spies. An assassin will usually belong to an assassin’s guild from the
character’s local town. The guild provides protection and may offer jobs to an assassin in good standing.
Astrologers - Astrologers study the constellations of and use the stellar formations to amplify their particular
powers. They understand the hidden significance of the stars and their movement through the heavens and can
sometimes read the future in the appearance of celestial bodies. Astrologers are practitioners of the magical field
of study known as Astrology, and are skilled in the arts of divination and the interpreting of signs and events.
Accomplished scribes and linguists, astrologers are often sought after for their advice and counsel, and are perhaps
the most scholarly members of the spell casting professions.
Baleful Sorcerer of Tsathag’kha - Relative to an ordinary man, the baleful sorcerer of Tsathag’kha is extremely
powerful... but his power comes at a terrible price! Taught his wicked ways by those who worship the hideous toad
god Tsathag’kha, this sorcerer is familiar with the living dead, poison, certain edged weapons, and a concise
selection of conjurations.
Balladeer - Balladeers are wandering do-gooders similar to paladins and rangers, but like bards in that their
powers are associated with music. A sub-class of cleric, they are able to produce divine magic with their singing,
as well fight capably with a good selection of weapons, although they lack the ability to wear heavier armor.
Bandit – While many criminals make their living as pick pockets and dungeon delvers, some instead look to the
road for coin. These specialized thieves are known commonly as bandits and they are regarded by most
civilizations as the terror of the roads of the world. Whether they are noble men who rob from the rich to give to
the poor, or heartless men who steal from all who pass, they are feared by merchants, nobles and rich adventurers
of the world.
Barbarian - People of towns and cities take pride in how their civilized ways set them apart from animals, as if
denying one’s own nature was a mark of superiority. To a barbarian, though, civilization is no virtue, but a sign of
weakness. The strong embrace their animal nature—keen instincts, primal physicality, and ferocious rage.
Barbarians are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands:
the tundra, jungle, or grasslands where their tribes live and hunt.
Barber-Surgeon - Barber surgeons are a grounded alternative to the divine healing of clerics and paladins.
Learned and clinical, the barber surgeon is a scholar dedicated to the arts of leeching, bloodletting, surgery,
amputation, dentistry, and, on rare occasions, hairdressing. Rarely will they leave the confines of a fortified
settlement, but a barber in the employ of a band of adventurers is not unheard.
Bard - In Dunya, words and music are not just vibrations of air, but vocalizations with power all their own. The
bard is a master of song, speech, and the magic they contain. Bards say that the multiverse was spoken into
existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still
resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven
into their spells and powers.
Battle Mage - The battle mage is perhaps the most respected (and feared) of magic—users. They earn +2 to their
starting Renown because of the prestige members of their profession enjoy. The name of the class says it all. These
battle-hardened individuals focus on a special form of mental discipline that allows them to cast spells in the thick
of combat with little chance of mishap or interruption. Battle Mages work for the Glorrin Alliance. They are
rumored to have suits of full plate that allow them to cast spells with no problems. They are an NPC Only class.
Beast Hunter - A beast hunter makes a living by hunting Beasts and doing requests for civilians. Beast hunters
have wide knowledge and a higher exercise capacity compared to normal people, so this is a field of work not too
many people can handle. Most people become a beast hunter so they can gain money, notoriety, improve their
living conditions, or other reasons.
Beast Master - The beastmaster is a wilderness warrior who has developed an uncanny rapport with animals.
Though truly fearsome in battle, the beastmaster can be quite gentle when dealing with creatures of the wild. A
beastmaster typically travels with one or more animal companions such as hawks and bears who show incredible
loyalty to their humanoid friend. Though a beastmaster prefers to spend his time in the wild with his animal
companions, he is not averse to venturing into civilized lands when the need arises. As long as animals may be
found where he travels, the beastmaster is at home.
Berserker - Neither Barbarian nor Fighter, He is ruthless, efficient, and precise. For some, there is only rage. In
the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know.
Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they
are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know
little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand
before them and the knowledge that the next moment might hold their death. These brutal warriors might rise from
all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild
places of the world. Within berserkers storms the primal spirit of battle, and woe to those who face their rage.
Binder - Dunya is littered with the ghosts of forgotten gods, would-be divinities, and the spirits of creatures so
puissant that they linger for Cycles after death. These beings, known as vestiges, exist outside of physical and
magical laws, and yearn for the ability to experience the world as they once knew it. Certain individuals, known as
binders, have learned how to strike pacts with these beings, inviting them to share a mortal body for a brief period
of time; the vestige gets to experience the tangible world they yearn for, while the binder is able to take on a small
portion of the vestige’s power
Blade Master – Fighters and most other warriors are heavily armored men at arms, who wield weapons with
brutality. Yet there is a more elegant and civilized form of combat, refined to deadly efficiency – that of the Blade
Master. They wear no armor, and choose to focus all their martial prowess to the mastery of the zulfikar, the
weapon of a Blade Master. Through an agile dance of deadly steel, they are able to defeat less subtle combatants in
a beautiful series of parries, thrusts and reposts.
Black Heart – Steeped in elder magic and practiced with a sword, the Black heart is a demon-haunted engine of
destruction. The source of the Black Heart’s power is their black, demon-bound sword. With that sword, they steal
souls to fuel their magical power.
Black Scorpions - Black Scorpions are an elite combat force bound to serve the Arkaddian Kingdom. Seasoned
Scorpions are summoned to guard the king’s court. Whereas, exceptional swordsman and warriors are sent on
voyages and as mercenaries to honor Arkaddian pride and bring wealth to their nation's coffers. Black Scorpions
undergo certain training for a period of six years to master the ways of a skilled warrior. Candidates are selected
from the Ancient Games hosted in the Arena, at the age of thirteen.
Blood Mage - Blood Mages, also known as Hemomancers, have access to Necromancers spells as well as all of the
spells available to Vivimancers. Instead of drawing all of their magical energies from the negative or positive
material plane, blood casters must also combine the use of life essence or blood from either their bodies or those
around them. This is quite dangerous, disreputable, and disgusting. Consequently, most decent mages will have
nothing to do with this school or its practitioners.
Blood Witch - The Blood Witch is a less refined and more primitive form of Hemomancer. Consequently,
constitution is more important than intelligence. They may also wear leather armor and use swords. They truly
enjoy the sight of blood and will do almost anything to make it flow.
Bokor - The character is a Voodoo sorcerer who relies on the Loa, a pantheon of powerful divine spirits, to
perform magic. While a voodoo priest (hougan) or priestesses (mambo) serves the Loa and look after the religious
interests of their congregations, the bokor are those individuals who use Voodoo magically, for personal gain - they
“serve the loa with both hands” doing both good and evil. It is bokor who create zombies and magical talismans,
cast terrifying spells, and who are the sorts of individuals who associate with pirates and freebooters!
Bounty Hunter - Bounty Hunters are characters that hunt individuals for pay. While the most notorious are little
more than hired assassins, many bounty hunters prefer the option of taking their prey alive due to the additional
money live prisoners will command. With few exceptions, bounty hunters will take any job…if the pay is right.
Brawler - A Brawler is a practitioner of a style of boxing characterized by very powerful punches with little
variety of technique or skilled footwork.
Bushi - Bushi are masterless warriors, men without ties to a lord, temple, or monastery. They are commonly
mercenaries, bandits, highwaymen, or wanderers, earning their money however they can. They can be found
serving samurai, protecting the court, or swelling the ranks of armies. A few may be kensai who have fallen by the
way. Most, however, are men of low birth who have chosen the way of the warrior to advance in the world. The
bushi is trained to use weapons and armor. He is sturdy and often stands in the front row during battle. The bushi
does not primarily rely on swiftness or sneaky tactics but on a trusty weapons and reliable armor.
Centurion – Some expeditions are demanding and some foes so dangerous that they require the attention of a
highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Centurion, a master
tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite
warriors.
Cerebral Knights - The cerebral knights are a class of characters, who train in both psionics and the art of
warfare. They believe that in order to become master warrior (or knight) it is just as important train and discipline
the mind as it is to exercise and develop the body. In fact, the two must go hand in hand, because the body and
mind are one, and must thus be trained together.
Chevalier – Whether they are knights in shining armor or devious blackguards, chevaliers are the mailed fist of the
feudal order, serving their suzerain in war and peace. The source of a chevalier’s pride (or arrogance), in his coat of
arms, a symbol of his puissance at arms and place in the great chain of being. The chevalier gains special abilities
from the invocation of their coat of arms, in particular from the tincture of the field (or main tincture of the field,
since some are divided) and from the charge.
Chymist - Unlike the more common alchemist, the chymist mixes his own magical energy with that of chemicals
to produce a number of spell like effects, cause damage and destruction by throwing bombs, and even mutate his
form into a monster. A chymist's mechanical training used in the production of his chemical magic also gives him
some skill at open locks, dealing with traps, and using magical devices.
Clan Warrior - Clan warriors hail from societies steeped in clan warfare. They are nomads and reavers soaked in
the blood of eternal clan wars. Many clan warriors rarely leave their homelands except on raids. Those that do, do
so for many reasons. A search for adventure, exile from their people, or maybe they seek to become kings in their
own right.
Cleric – Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder
foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to
consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their
combat training to let them wade into melee with the power of the gods on their side.
Clockwork Mage - The clockwork mage is unique. His abilities revolve around building and tinkering rather than
crafting powerful spells. Mechanicians (as the clockwork mages are commonly known) cannot cast spells. Instead,
they create devices with spell-like abilities.
Conjurer – Conjurers are wandering spell casters with knowledge of divination, healing, and control over the
elements. They are often Vistani, Rhenee or even Dhuna. Feyfolk, such as gnomes and cannesh also take up this
class. Conjurers are often found in the company of Bards, Druids, Druidic Knights, Feyblood, Hexers/Witchers,
Knights of the Iron Heart Legion, Kom’Huandyr, Pellar, Prophets, Rune Weavers, Shamen, Witches, Witch
Doctors and Witch Knights.
Courtesan – Courtesans are a truly unique and fascinating character to play. They have a curious way of eliciting
bizarre and strange actions from other players in a game. To begin with, they are not “combative” in the usual
sense, nor are they likely to go on a “run” with the normal group of characters. Yet, they can be played during a
game by being at roadside inns or in cities or towns that the travelers pass through.
Crusaders - Crusaders are the militant arm of faiths in the Dunya. Their title is deceptive, since they are, in fact, a
sub-class of priests rather than a sub-class of warriors.
Crystalmancer - How much power can a shining crystal or glistening gem hold? In the hands of a skilled
crystalmancer, the power is nearly limitless. The crystalmancer trains in much the same manner as their arcane
brethren and rival; the wizard, but specializes in the use of crystals and gems for their spells. Because of these
similarities, crystalmancers tend to be a studious lot, not the natural arcanists of the sorcerers.
Cultists - There are some who would sacrifice anything receive eldritch power – even their own sanity or soul. By
engaging in dark rituals or bloody sacrifices, they earn the vile blessings of demons, dark spirits or gods beyond the
understanding of mortal men. By giving up the very things that make them human, they become men, women or
creatures of unimaginable power.
Dark Druids - The dark druids are a particularly evil and organized branch of druids bent on the destruction of
civilized mankind, as it sees them as an unnatural chaotic elemental force that will eventually destroy all of life.
With this philosophy comes an inherent opposition to all peoples whom ascribe to an "advancement philosophy" -
those that use and abuse the wealth of the earth, plundering its resources and laying waste to its natural elements
and life with no regard to outcomes.
Death Master - The death master is a minion of Cimmeries, the Demon Lord of the Undead. Armed with a
powerful combination of divine and arcane magic, the death master is the unquestioned master of necromancy. He
gains a series of boons from Cimmeries that allow him to spread terror and fear across the land. Even some of the
mightiest undead creatures see him as a worthy leader. While rare, the magical powers and deadly abilities of death
masters allow them to cause far more damage than their numbers would otherwise allow.
Demon Hunters - The Demon Hunters are a group based in the Boreal Garde, dedicated to hunting demons.
Demon Hunters are relentless vigilantes who execute their infernal targets with an arsenal of ranged weapons at
their full disposal. They crouch and take aim far from danger, relying on bows and crossbows, deadly traps, and
projectiles to swiftly bring an end to the creatures that haunt their world. With sweeping blasts of shot and wide
salvos of, Demon Hunters excel at devastating groups of foes who cluster together. Hunters’ pinpoint accuracy also
allows them to deal with stronger monsters at a distance: they can snipe at key targets or fall back while snapping
off kill shots at advancing foes.
Demonolater - The demonolater is specifically designed to interact with, and use the powers of, demons to
accomplish his ends. A demonolater will, over the course of time, acquire a stable of demons of various statures
and types who owe him services, and to whom he owes services; he will have negotiated pacts to get what he
wants from them in exchange for what they want from him. In the end, it’s a losing game for the demonolater, who
pays for his demonic aid with blood, treasure, life, and x.p., but each and every one thinks he’s the one who’s
smarter than all the others that have come before him, and can cheat his inevitable end.
Demonologist – The demonologist is a close cousin of the elementalist, but dabbles with far more dangerous
things than elements. Demonologists collet the ritual names and seals needed to summon and command demons so
that they may access their knowledge and powers. They do this through three forms of demonic ritual: Conjuration,
Evocation and Invocation.
Detective - These are Anti-Thieves. They have skills of a thief and use of detection spells. Their goal is the solving
of mysteries. Especially, old, buried ones found in dungeons.
Dragon Slayer – Dragon, the mere word conjures terror in the Hearts of a great many people of the world. Yet
there are some who would dedicate their life to conquering this fear and seeing that these great and horrible beasts
are slain. These valiant warriors are known as dragon slayers. Typically, these errant travelers are well armed and
armored, calling to realm their home. Instead, they would protect the entire world from the foulest beast born of
legend and myth.
Dreamer: The dreamer semi-class is a group made up of human, elven, and half-elven beings who have the ability
to manipulate their subconscious minds. With practice and experience, they can exercise considerable control over
their own minds and bodies and, to a lesser extent, over the minds and bodies of others. At higher levels of skill,
they are also able to project their minds to communicate with others as well as to manifest themselves elsewhere in
intangible form, and they can even glimpse the possible future. It is up to the DM to decide whether or not
dreamers in his campaign would be appropriate as player characters.
Dream Weaver - The Dream Weaver is a master of dream magic. In the real world, he is often well known for his
creativity and insight, and may even be considered a genius in his field. In the spirit world, he is an artist whose
paint is mana and whose canvas is the Land of Dreams.
Drúedain Shadow Warrior – The Drúedain are fierce people known for melting away from their enemies, only to
strike without warning form the shadows. A Drúedain shadow Warrior is the epitome of these skills and elite
warriors in Drúedain clans. They excel at striking from the shadows with more skill than a thief.
Druidic Knight – The Druidic Knight is a form of true neutral paladin. They have adopted the philosophy of the
druids, the honor code of a knight, and the faith and loyalty of a paladin. They must swear fealty to a
Heirophant/Archdruid or higher Druid.
Dust Wand Slinger – Dust Wand Slingers are an order both foreign and familiar to the land. Road-worn and
steely-eyed, the gunslinger is descended from a long line of warriors sworn to protect all that is lawful and just.
Should a Dust Wand Slinger shirk this oath, either purposely or otherwise, they shall be stripped of their weapons
by their order, lose all special class abilities (becoming a fighter of equal level), and sent West. This class requires
the use of the Firearms Rules.
Dwarven Craftpriest - Nothing is so revered among the dwarven people as craftsmanship. A dwarf’s work is his
life, and the spirits of great dwarven artisans are believed to live on forever in their masterpieces. The veneration
of these relics falls to the care of a caste of dwarves known as craftpriests. While most craftpriests attend to the
shrines and monuments of their clan, young craftpriests are sometimes sent forth to recover monuments to the
glorious past from the ancient ruins and wastelands of the world. This class represents such a craftpriest.
Dwarven Delver - Beyond the confined vaults where the dwarves live and work, run labyrinthine caverns and
winding tunnels stretching hundreds and perhaps thousands of miles under the earth. Even the most exhaustive of
dwarven maps has charted only a fraction of these tunnels, and most have never been trod by dwarven boots. The
dwarven delver is one of the brave few dwarves that explore and map these sepulchral lands, so far from the warm
forges of home.
Dwarven Earth-Forger - The dwarven earth-forger is the inheritor of an ancient and nearly forgotten art among
the dwarves: gnostic magic. The ancient tradition of gnostic magic teaches that all matter, flawed as it is, yet
contains a spark of the divine, and that through wisdom it can be liberated or used in service of the caster. It is said
that in ancient times, to visualize a thing was enough for their forebears to craft it, out of whatever material
happened to be to hand. Those times are long gone, but a remnant of a remnant yet remains. It is tradition among
the few earth-forgers who remain to believe that their art, in times of antiquity, was what inspired the worship of
the craft priests.
Dwarven Fury – There exists a dwarf that is held in awe and contempt by their clans, and with more than a little
fear by their clans. These dwarves continue an ancient dwarven tradition of runic magic and savage combat.
Instantly recognizable by the magical tattoos that scar their skin, these dwarves are known as furies. It is said that
once the fury grips a dwarf, his destiny is to die with axe in hand, and the only question is how many dusckscream
corpses will surround his own on the final day.
Dwarven Machinist - While all dwarves share a predilection for mechanical devices, in some dwarves this
predilection is honed to an obsession. Dwarven machinists work wonders with wood, metal, steam, and fire,
crafting marvelous machines that move on their own, lift great weights, and even fight their race’s foes.
Dwarven Paladin - Dwarven Paladins are holy warriors tasked by the gods to fight in the name of the faith.
Serving the gods of Law, these chosen few lead the armies of the faithful against enemies both mundane and
profane. They are children of war and belief, clinging tightly to the precepts of their Church, ever willing to go
where the other faithful cannot. They serve alongside the Craftpriests, guiding the Vaultguards in holy chants as
they march to war against the numerous dangers beneath the mountains.
Dwarven Vaultguard - Dwarves trained to defend their race’s underground vault from the endless hordes that
threaten it are called vaultguards. Though most vaultguards are born, live and die in the vault, from time to time a
young vaultguard will be dispatched to foreign realms on a warrior’s pilgrimage. The few vaultguards who return
from such pilgrimages bring gold and glory to their clans, often leading them to found new vaults and become
great lords.
Eladrin Cavalier: the elven cavalier performs a parallel of the prescribed class functions, while retaining those
traits and characterizations that are quintessentially elven. The class should differ when applied to elves simply
because it is performed by a completely different race; if you like, the class has altered in the translation.
There are no orders or organizations of the classical (human) type in the elven culture, but there are good reasons
why the surface elves (like their subterranean relatives, the drow) should form themselves into societies and loose
organizations for individuals of like interests. The elven cavalier is principally allied to such organizations and
responds to their specific interests, so long as this does not compromise his requirement to maintain the general
weal.
Enermancers: The eldritch secrets of magic and the physical prowess of the sword have long been held as
mutually exclusive of each other, two separate paths that never intertwine save on opposite sides. But, for the
enermancer, both the sword and magic are inseparable, joining together to create a unique power that puts both the
wizard and the warrior to shame. The enermancer is a destructive walking siege engine, wielding physical power
and magical energies in equal measure to overwhelm singular opponents and spread chaos through groups of foes.
So empowered, enermancers rise quickly in the adventuring bands or armies they serve, but remain a unique and
awe-inspiring sight on most battlefields.
Equalizer – The equalizer is not a holy crusader, but is for hire to right wrongs, find the truth and to bring justice
to oppressed people. Fighting injustice is tough work and clients should expect to pay a hefty fee. Once taking a
mission an equalizer will not stop until victorious or dead. The gold is important, but the cause is paramount.
Escrimador - The escrimador in an Oriental campaign is much like a cross between a bushi and a monk.
Escrimadores are always human. Escrimadores also resemble monks in unarmed combat and in their restrictions on
wearing armor. Because escrimadores are more dependent on the use of weapons than monks are, they gain an
open-handed prowess only half as quickly as a monk does. Escrimadores do not have the spell-like abilities of
monks (except for self-healing) and can never possess powers such as the quivering palm or distance death.
Exorcist (Priests) - Exorcists are agents of the divine whether they like it or not. They are often ordained priests of
their church and thus able to wield divine magic in the form of spells. However, they eschew some of their
spellcasting power to focus on the ability to channel their will against invading creatures, they turn undead as any
cleric, but they fine-tune this power so that they can hold the monsters in place by sheer will, and later learn to
extend this ability to other supernatural creatures like elementals, fey and outsiders.
Exorcist (Warriors) - The Exorcist is a warrior with the abilities and training to combat supernatural evil. In their
hands weapons are able to pierce the defense that protects creatures of magical natures, in essence, any weapon
they hold is considered blessed and enchanted. The Exorcist has an immunity to baleful magic which increases as
they grow in power. They are often found in the company of Slayers Exorcist Priests.
Explorer - While adventuring parties are often composed of a company of specialists, there are a rarer few who
specialize in the exploration of dungeons as a profession unto itself. These intrepid dungoneers are known most
commonly as explorers. Most explorers are driven to adventuring by a need to discover the mysteries of the past,
but there are unscrupulous members of this profession who are little more than simple tomb robbers. Regardless of
their morale compass, explorers are welcome members to any adventuring party, as their skill set makes them
especially useful when exploring the long forgotten places of the world.
Feyblood - Dedicated elf warriors take their craft seriously enough to have created a uniquely elven fighting style.
unlike the martial arts of other races, the elven fighting style, also known as the bladesong (weapon mastery),
emphasizes beauty and economy of movement over sheer destructive power. However, the elven bladesong is
deceptively dangerous, for all its seeming gentleness and apparent grace
Fighter - Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a
longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is
adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a
certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on
augmenting their martial skills with magic. This combination of broad general ability and extensive specialization
makes fighters superior combatants on battlefields and in dungeons alike.
Forester – Foresters possess a deep connection to the earth and feel great reverence for the wilderness. Many call
them children of the woods because eof their strong connection to trees and woodlands. Foresters use the materials
provided by the earth to elaborate their own tools and weaponry. Thus, most foresters prefer the now and fletch to
swords and other forged weapons.
Forge Master - Forge masters summon extra-planar entities (elementals and demons) and attempt to dominate and
control them. They can also bind entities into physical objects (or to physical areas), essentially turning those
objects into reusable magical items (or hazardous/useful areas).
Fortune Teller - There are some whose gaze cuts through the veil of time and whose fingers can weave the loom
of fate. These wandering soothsayers make their home on the road, for they are often looked upon with fear and
distrust by villagers and peasants. But when evening falls, these same hypocrites wander onto the edge of town
seeking their wisdom and hoping their destiny can be shaped by the gifts of the fortune teller.
Gallant - There is no character as pure and romantic as the Gallant. He travels the lands on the wings of romance
and true love, stealing the hearts of the young and lightening the spirits of the elderly. A Gallant seems to be
blessed with a grace and charm not given to others of his race. They dress and act much like heroic warriors. But
they are not driven by blood lust or the desire to slay monsters for the sake of destroying evil. Gallants are
romantics at heart. They defend beauty, innocence, and love.
Gallowglass - Every respectable Lord or important merchant is in need of a specialized bodyguard - one that puts
the lord’s wellbeing before their own. The gallowglass is that person. The gallowglass is a member of an elite order
of mercenaries, gone beyond their original roots of mercenary- for-hire, to form a brotherhood of bodyguards of
the highest order. As such they are held in great esteem for their services, which are not cheap.
Geisya - The geisya is a profession which finds its roots exclusively in Oriental culture. Though primarily a
product of Japanese society, the geisya can be applied to any Oriental campaign setting. The geisya presented here
is an NPC class. This means the geisya cannot be used as a PC class unless the DM allows it.
Gladiator - The Gladiator fights for sport, either to get his kicks or for the amusement of others. Gladiatorial
traditions go back for centuries in certain regions. Many large cities have well- established arenas and schools to
support high-end games, but there are also circuits of lesser arenas at smaller cities and even some remote villages
and rural areas to a version of gladiatorial games going. Of course, most gladiators want to make it big, but since
even the smallest arena can have combats to the death, many do not make it.
.
Gnomish Alchemists - Gnomish alchemists are tinkerers with secret knowledge, instead of with machines. They
put together potions and powders, flasks and vials, to go beyond ordinary alchemy and craft magic. They are not
highly trained warriors, but they practice with the traditional weapons of their people.
Gnome Trickster - Gnomes possess a love for slapstick and outlandishness, for illusions, mummery, and
convoluted practical jokes. No gnome embodies these traits more than the cunning and roguish gnomish trickster.
Indeed, the gnomish reputation is perhaps worse than it ought to be because tricksters are over-represented within
the adventuring population.
Gnostic Priest - A Gnostic Priest uses mundane ritual (arcane magic) to divine ends. It is a more difficult path than
being a Cleric, but it is another way to directly experience the divine
A Gnostic Priest is exactly the same as a Magic User, except in eight respects.
First, instead of using the Magic User spell list, a Gnostic Priest uses the Cleric spell list, though spells are
still recorded in a spell book, a sort of formulaic prayer-book.
Second, they may copy clerical scrolls (only) into their book, but can use both Cleric and Magic User
scrolls.
Third, every time a Gnostic Priest gains a level, they may add a spell to their book of a level they can
currently cast.
Fourth, a Gnostic Priest cannot progress past 10th level.
Fifth, the Prime Attribute for a Gnostic Priest is Wisdom.
Sixth, a Gnostic Priest has a percentage chance to resist any hostile divine magic equal to 3% times their
current level.
Seventh, a Gnostic Priest may build a temple, exactly like a Cleric.
Eighth, Lawful Gnostic Priests (only) can turn a Qlippothic Demon like a Cleric would turn an undead
being of equivalent hit dice.
Goetic Mage - A Goetic Mage uses a dangerous shortcut to arcane power. By invoking various gods and spirits in
a very particular way, a Goetic Mage uses divine and demonic power to achieve personal ends.
Greensinger - All elves share an affinity for nature, but rare is the elf who learns to sing the songs of the babbling
brook or head the pied-pipes of the western wind. Those few who do are known as Greensingers and they sing in
tune with the rhythm of the natural world. Often, they travel the world, from wild to wild, carrying with them
songs unheard by mortal ears so that others might learn the depth, power and beauty of the earth upon which they
cherish so dearly. They see themselves as the bearers of a legacy and a music that has existed since the beginning
of time and hope to honor and aid nature with their gifts
Gypsy - Gypsies are nomads who live amidst settled populations. Often, they are the descendants of people
originally forced from their land by war, or other disasters. Wandering from town to town, Gypsies survive by
telling fortunes, staging animal shows, holding boxing matches, and presenting performances of music and dance.
Healer – Healers are members of a sect of divine spell casters trained in restorative and life-saving care. They are
granted spells focused on healing, control, and communication. They are also versed in rituals concerned with
advanced curative properties.
Hellblade: The battle against the diabolic is not always fought in the open. While in some areas inquisitors can
root out devils backed by the power of their church, not all regions have that luxury. Sometimes the diabolist is the
mayor of the city, or some other political untouchable. In these situations, a devil slayer cannot simply knock down
the door with sword in hand. This kind of work requires finesse and subtlety. It calls, in short, for a hellblade.
Herald - Heralds make their living by uncovering hidden truths. If a royal family has a closely guarded secret, a
Herald will undoubtedly discover it. In the struggle for land and power among kingdoms, the Herald is a key force.
A good Herald knows who is plotting against his king and why. Heralds are confident and well versed in matters of
social etiquette. They often gather their information at royal events, such as balls and other celebrations. They are
often mistaken for nobility; thus, they can easily make their way past guards. Heralds dress in the latest and most
expensive fashions of the day.
Heroes of Kaltos - These are the highly-trained Kaltos warriors who make up the bulk of Kaltos army and navy
forces. These warriors are frightening to behold solo and even more so when facing large numbers. These warriors
are trained in stealth, unarmed and armed combat. They can be found in Kaltos, some are sent out to gain gold,
knowledge and skills they then bring back to teach a new group of warriors. These are professional soldiers, they
have no secondary skill, no skills in anything but warcraft.
Hexblade – A hexblade is a swordsman and a sorcerer, an armor-clad fighter who wields weapons of steel and
incants the spells of a magician. Such an individual might represent a clandestine order of warrior-wizards; or he
might be a failed magician’s apprentice fallen into the life of a soldier, mercenary, or reaver; or perhaps he is a
young fighting man secretly tutored by a shunned hedge wizard. Some hexblades practice the sorcery of
cryomancers and may be referred to as ice lords; others practice the sorcery of pyromancers and may be referred to
as fire lords. Perhaps the most feared and reviled of warlocks are those who practice the black arts of necromancy
(death soldiers), many of whom supplicate Cimmeries, the Demon Lord of the Undead.
Hexer/Witcher - Scattered around the lands are a handful of fortress keeps - schools where a few chosen
individuals are trained to hunt down and destroy beasts and monsters. These hunters are known as Hexers, and to
most people they are little different from the creatures they hunt.
Hobbit Guardian - Halfling guardians are a rare subclass of fighters with special abilities and clerical spell-use.
Guardians are typically commanders of halfling fighters in wartime and troubleshooters in times of peace. In areas
where guardians appear, an average halfling community has one guardian for every 25 halflings. Villages situated
in dangerous areas may have more, perhaps two or three for every 25 halflings, while those in safer locales have
less (one for every 50 halflings or none at all). In any case, no more than 1.
Hobbit Slingers - Hobbit Slingers are hobbits that take their natural skill with sling to the extreme, they are the
archers of the Hobbit races. They increase their number of sling shots as they increase in level. They are mostly a
subclass of thief but they hit on the fighters' chart.
Holy Fighter - The Holy Fighter is a warrior, much like a paladin, under direct command of the church. He is not
bound to LG alignment, but must have the same alignment as his deity. He uses the XP progression of paladins. He
may use all types of armor, but is restricted in his choice of weapons. A Holy Fighter may only be multi- or dual
classed if that is for the good of the church (a Holy Fighter/Specialty Priest combination should not normally be
allowed). The Holy Fighter is as strongly bound to his church as the paladin.
Holy Slayer - The churches of the lands often have their hands in many affairs. In many churches, there exists a
group whose job it is to make sure these interests are protected. They operate in secret, unknown to many others in
the church. In some cases, this group has no formal connections with the church, other than that they worship the
same god.
Only the highest in the church hierarchy even know these groups, dubbed Holy Slayers, even exist. If the church's
interests are threatened, the Patriarchs may call on the Holy Slayer, who will take care of the problem, cleanly and
quietly. Anyone in the way is removed, often permanently. In some, they are completely separate, and the church
Patriarchs may not even know they exist.
Honorbound - The Honorbound is a sub-class of warrior who follows a strict code of honor, known as the
Warrior's Honor. Honorbound generally belong to special companies that have long-standing traditions (an
Honorbound without a company is considered a "company of one"). Some groups of Honorbound owe allegiance
to a particular government, while others work as elite mercenaries; some are professional duelists, and others are
wanderers who fight for what they believe is right or simply for the sake of fighting. Each Honorbound wears a
special emblem, chooses a particular weapon, and has a declared enemy of some sort.
Hospitaller - Hospitallers are a fraternity of chirurgeons dedicated to the study and practice of administering to the
sick and injured. The bulk of their patients are of the peasant class, but they will not turn away more socially
advantaged folk or adventurers. They adhere to rigid disciplines of prayer and personal conduct. Most of the
hospitaller’s skills are non-magical in nature, but they also possess limited divine magic. They are sworn by sacred
oath to serve their order and often work alongside paladins in temples and hospitals.
Hunter - Followers of the hunter class are survivalists, born and raised in small hunter-thorps (hut, longhouse, or
shelter circles) along the edges of the wilderness. They frequently trade hides and furs in exchange for refined
goods in more civilized villages and trading posts, but find themselves greatly uncomfortable when forced to reside
in labyrinthine castles or sprawling cities. This is a fairly complex and advanced class, for players who enjoy
resourceful and skill-intensive play.
Huntsman - A Huntsmen is a fighter that is specialized in finding prey. A Huntsman usually works as a bounty
hunter finding criminals, or hunting monsters that are terrorizing communities. A Huntsman has excellent hunting
skills and usually specializes in intelligent and big game hunting. Many Huntsmen also ply their trade as bounty
hunters as they are as adept at tracking prey in urban environments as they are in nature.
A Huntsman, like Rangers, is adept at life in the wilderness and tracking but are not attuned to nature like a Ranger
and gain no spells. Huntsmen are also not guardians of good vs. evil and are not compelled to take up arms against
evil creatures outside of their alignment motivations. Their stock in trade is fighting and ambushing their prey.
Illusionist - Illusionists are magicians who specialize in the art of trickery and deception, using their target's senses
as mediums with which to display their abilities. They can disable and confuse the senses, inspire action through
fabricated thoughts, and even create apparitions which walk about the world. They are mysterious figures,
shrouded by lies and deceit, divorced from the rest of the world. To befriend with an Illusionist is a task even
harder than vilifying them, but succeeding at it is a gift one will cherish for the rest of their life.
Incantatrix - Although the spells and powers of incantatrixes are akin to those of magic-users, these rare and
mysterious individuals have unique spells and a dweomer craft all their own. They are especially adept at
countering and negating the magics of other spell casting creatures and individuals, and at dealing with creatures
who exist simultaneously on more than one plane (such as certain undead). But at the same time, incantatrixes are
woefully weak in physical combat of any sort, and their offensive spells are severely limited. Although incantatrix
spells resemble the magics of many spells casting classes, the penalty paid for such breadth of ability is the
lessened power, by comparison, of most incantatrix spells.
Investigator - The investigator makes his way in the world via his keen intellect and gift for deducing highly
detailed information from seemingly unimportant clues. Their amazing powers of perception serve as more than a
glimpse clues that would otherwise remain unseen. By lightning fast wits, they are able to predict the actions of
their foes in battle and predict the patterns hidden the chaos of battle. They often serve as consulting detectives and
detectives for hire, deciphering with their observations what would otherwise remain forever hidden.
Inquisitor - Whether their personal goals are to protect society or save individual souls, all inquisitors are
dedicated to rooting out the agents of demonic corruption. Some concentrate upon uncovering disguised demons,
some persecute demonic cults, and a few specialize in seeking out and slaughtering half-demons. Most, however,
are ready to seek any agent of the 21 Hells, wherever or whoever they may be.
Ite - The ite is an archer, a fighter specialised in ranged weapons. Though similar to the bushi, he has not been
trained to stand in the first line and engage opponents in close combat, but to pick precise shots from the back row
or neutralise enemies before they even notice he is there. With support, the ite is deadly; without, he has to rely on
his quickness and the element of surprise.
Knight - Lords of honor, masters of glory, and the defenders of their ladies' virtue and beauty. They are the envy
of all men, the love of every woman, and the dream of each and every single child. Knights are known to have a
great moral compass that helps them through their daily life, plus some have a great hair (which is by the way
always a plus). It is no wonder why ladies adore such men, even without looking at them.
Knight of Arconis (Dragon Riders) - A Knight of Arconis is a dragon riding Knight subclass specific to the
Kingdom of Prax. As with all knights, they have a strict code of honor. Theirs is known as the Oath. Although no
alignment restriction is specified for the Knights of Arconis, their adherence to the oath and the measure would
seem to require that they be lawful; DMs may take a different view of this.
Knight of the Ebon Ankh - The Inquisitors of NariI are a small, secretive branch of the church, dedicated to
insuring that heresy and chaos never find a foothold in the inner workings of Naril's order. The Inquisitors have, at
various times in history, had more power, but the order has been on the wane in recent years. With the coming
of the Red Dragon comet, and the rise of chaos in the city of Trog, however, it has become evident that the forces
of chaos are mounting once more, and failures within the church to respond promptly are forcing the Inquisitors to
look closely at ramping up their efforts.
Knight of Flowers – A Knight of Flowers is a holy warrior of the druids and fey, akin to the paladin. They are
bold warriors who are dedicated to fighting against the evils of civilization more than the evils within civilization.
Knight of the Iron Heart Legion (Iron Hearts) - On the Island of Belldale the Iron Heart Legion stands ready to
prevent further incursion by the fey or ill-informed humans starting a war. Trained in the customs of the strange
Lords and Ladies of the Fey, these knights have flawless courtesies, and unshakable wills. And in the event that
diplomacy does fail them, the swords at their hips are the bane of any fey who would stand before them.
Recognized as much by their cold iron signet rings as by their strange demeanor and odd habits, their task is a
careful act of balance unseen by most of the people these knights safe-guard.
Knights of Sanctity (Sanctifiers) - Knights of Sanctity are balanced between being warriors and healers. A
Sanctifier’s mission is to defend the faith and help the faithful. As a monk they are dedicated to serving their deity,
as a knight they pledge fealty to their lord. Sanctifier knights are always nobles.
Knights of Telatium (Elemental Knights) - The Knights of Telatium are a small order of the Arcane Knights that
use elemental magic. They do not routinely associate with the other Arcane Knights, keeping to their own
strongholds. They see themselves as holy knights, protecting the elements and the Elemental Lords, who they
worship.
Knights of Vindication (Vindicators) - Knights of Vindication are formidable warriors with a few spells. The
mission of the Knights of Vindication is to defend the faith from all enemies. The first Vindicators were
established to help pilgrims journey safely through hostile territory to holy places. The order is, above all, famous
for its well-trained and well-armed knights, as well as their stout stone fortresses. Vindicators wear stark white
robes over their armor with the symbol of their faith boldly embroidered on the front in black. Squires and knights
in training wear grey instead of the full white reserved for knights.
Kom’Huandyr: The ancient order of the Ranger-Knights of Vendrikar are steeped in folklore and mystery.
Founded by the ancient kings of Vendrikar, the Kom’Huandyr are the liege knights of the royal family. The first
Kom’Huandyr were a mix of human nobilis and elves. The druidism of the elves intermixed with the nobilis,
creating, eventually, the unique Kom’Huandyr knights.
Librarian - With all the existence of the Great Library and the Lighthouse, there exists a specialized magic-user
sub-class to oversee them. The Librarian is related to the Sage, although his emphasis is on the accumulation and
preservation of physical knowledge – books, scrolls, and other information. As part of his training and study, the
librarian has at his disposal a limited selection of spells relevant to the identification and preservation of library
materials and the maintenance of library facilities.
Lighthouse Keeper: is a member of the secret organization known as the Lighthouse, and members are scattered
all across the world. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and
maintaining the balance between nature and civilization. Lighthouse Keepers agents are the "field agents" of the
Lighthouse organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally
adept at operating alone or in small groups, agents display a versatility that few others can match.
Lingomancer - Rare are the explorers who study with the senzaricans long enough to master lingomancy, but they
are occasionally found throughout the seas. They share no likeness save perhaps for a brooding intensity and a
keen appreciation of words. Everything a lingomancer says, even in common conversation, is carefully worded.
Most lingomaners have large vocabularies, speak several languages, and often use idiomatic syntax.
Lore Master - Lore Masters are those who dabble in the arcane and divine arts as a result of their particular
penchant for old tomes, scrolls, books and grimoires. They often bury themselves in libraries, researching old
knowledge and as a result Lore Masters learn a large amount about history, legends, faraway lands and so on. They
will often go on long quests in order to uncover more esoteric knowledge. Lore Masters are often attached to the
Church who find their researches invaluable, but many clerical orders despise them because of their affinity with
magic. Lore Masters are entranced by the past. They believe in the circular nature of history and relate the lessons
of ancient times to the problems of the present to help guide their people along the path to the future. As Lore
Masters proceed through life, they record the events of their own times for posterity.
Lycan Hunter - Were creatures, insidious shapechangers haunt the land. You have seen their degradations
personally. Now you hunt them down and stop their preying on the innocent. Let them learn to fear you!
Magus – Magi fit a support role in an adventuring party. They have some combat ability, but are hindered by their
lack of armor. They have a decent selection of weapons. Their divinatory abilities can provide long-term
advantages to allies as well as supply information and advice. Spell-wise, Magi lack the offensive power of Magic-
Users and the healing prowess of Clerics, but they excel at detecting danger and uncovering secrets.
Mahotsukai - The mahotsukai is a master of the occult. He has studied under a master or in a school – often a
secret one. Many mahotsukai do not stay in one place but travel the world, always looking for magical artefacts,
occult secretes and more power.
Yojutsushi - The yojutsushi has devoted his life to study, explain, reverse and control death, the inevitable
final chapter in the life of all humans. He may summon the undead to his service or make contact with the
afterworld. While many yojutsushi are twisted and evil, some are simply fascinated by death and undeath.
Genjutsushi - The genjutsushi is specialized in the creation of illusions and phantasms. The illusionist is
by no means a charlatan – his illusions can be shockingly realistic and may even come to life.
Man at-Arms - Between the untrained peasant levies and the great skill of the Fighter lies the man at-arms (which
refers to men or women), the professional fighter who lacks the talent, ambition, drive, or spark needed to be a true
master of battle. Men-at-arms fill the roles of soldier, guard, and sentinel of militia well, but are not full-fledged
fighters.
Mariner - The mariner is a fighter sub-class that specializes in the skills and weapons mastery appropriate to
seafarers. Mariners may be of any alignment; two well-known sub-variants of the mariner are the neutral
buccaneers and evil pirates, who are identical to mariners in every respect. rhey use the attack and saving-throw
tables of fighters, and they have no innate spell-casting abilities.
Marshal - Marshals occupy the barrier between the wilds and civilization. They are capable, durable, and
accustomed to getting their hands dirty without scuffing their suit. Marshals are team oriented, providing
leadership, experience, and strategy to the party. They are able to see weakness in their enemies, anticipating their
actions and exploiting them.
Medicine Man: Medicine Men are Barbarian Priest/Mages, somewhat akin to Druids. They can perform magic
from all three categories (Arcane, Divine, Primal). They never wear any armor heavier than Hard Leather. The
only weapons they can use are their mystic war clubs, ceremonial daggers. Medicine Men acquire animal “guides”,
usually pumas or wolves, which do all that is asked of them, even unto the death.
Mentalist - Mentalists are individuals with unnaturally prodigious mental abilities. As Mentalists gain experience,
they hone their prowess and add more options to their suite of powers. Mentalists may use any weapon, though
they typically scorn much besides an ornamental dagger and wear only the lightest armors, such as basic harness.
Merchant - A merchant is one whose occupation is the purchase and sale of goods for profit. Merchants are found
is all sectors of any civilized area, serving as fences for the thieves’ guild in the lower-class part of town, as gem
dealers who attend the queen and as wool merchants who supply the tailors in the business district. Merchants are
able to cast limited arcane spells with some having more skills from former professions.
Metaphysician - A metaphysician is a man of all supernatural sciences. He studies legends, folklore, theology and
thaumaturgy in hopes of gaining deep insight into the nature of evil so that he might combat it and bring that which
is dark and sinister to its end. Metaphysicians are looked down upon as crackpots and madmen by most, for they
study both the divine and the blasphemous, the necromantic and the arcane – all with equal fervor. Knowledge is
their greatest weapon. This class is only found in the Kingdom of Târgovişte.
Minstrel - Minstrels are musicians who play magic songs which allow them to communicate to the souls within all
living things. They are able to establish connections, and even curry favor with these spirits. Minstrels can use any
instrument to play their songs. These songs are quick to play, often only a few notes which can be strummed as an
action.
Monk, Eastern - The eastern monk is a class inspired by Kwai Chang Caine in the 1970s TV series Kung Fu. In a
conventional fantasy game based on Northern European legend, eastern monks should be extremely rare: these
characters are far out of place. They should hail from some Shaolin-esque monastery in a distant Orient (or
possibly on an alternative Prime Material plane). Eastern monks (and other forms of martial artist character) are
organized by style. Each style is split into a number of individual schools that have their own grandmaster and
subordinate masters. Upon reaching 12th rank the monk is considered worthy to teach others. Rigorous testing is
required to advance from one level to another.
As with knights, those who fail in their teachings are considered dishonored and carry that title before their own.
Monk, Western - This type of Monk is a priest belonging to an order devoted to the study of fighting as well as
service to its deity. These Monks live and study in monasteries devoted to their orders and possess the Read/Write
and Religion non-weapon proficiencies from the start. These Western Monks are not confined to their monasteries,
however. They are allowed to travel in order to learn the secrets of life, the world and magic, and to minister to the
uninitiated, as they believe they have been called to do. Those that travel periodically return to their monasteries, to
pass on the knowledge and information they have learned, and to brush up on their fighting skills. As members of
an order, they sometimes volunteer their services to rulers in times of war, operating as elite forces. These Monks
are not full priests, not having consecrated their faith, and are not bound by a normal cleric’s limitations.
Monster Hunter - There are some warriors who dedicate their lives to hunting down and exterminating the
children of the night. Whether their farmstead was destroyed by a raging werewolf or their lover was the victim of
a vampire, they have taken up arms against the evil things that lurk in the darkness and dedicated themselves to the
utter destruction of these creatures. Honing their skills and mastering the necessary talents to defeat a specific
servant of evil, they are known as Monster Hunters.
Mudang – The mudang is an adventuring religious figure, with types ranging from wandering mendicants to
palace seers to lonely mountain hermits. Many mudang adventure in order to support their temple, monastery,
shrine, or sect. Mudang combine some fighting ability with holy magic, which can be used to defend, inform, heal,
and communicate. Additionally, mudang can use ritual magic for special purposes.
Muscleman – They are strong beings and then there are Musclemen. They are those that can perform amazing
feats of strength. A muscleman trains themselves to exceed normal strength levels for their race, at the expense of
other abilities. These are those that can snap chains just by flexing their chest, hammer nails into wood with their
fist and some can even bite through metal chains!
Mystics of Nog - Mystics of Nog, or Nogian mystics, are special wizards who learned to master the art of storing
magical energy within their bodies. They have learned to not merely channel spells through their bodies, but to
actually contain the energies of those spells within their flesh. This ability allows the Mystics of Nog to alter their
physical forms to a greater or lesser degree, though it does reduce their ability to cast spells.
Navigator - Navigators travel throughout the known world, offering their services to those who wish to move
quickly and safely between different physical locations. They do this through Waygates, permanent structures or
temporarily summoned portals that connect with each other in a complex matrix across the world, passing through
a realm that exists outside of normal space and time. Travel between these Waygates can be dangerous, and only a
true Navigator can help keep those walking the Manifold Paths safe.
Necrobard - There are many classes that can influence or manipulate the dead: clerics can turn or control undead,
magic-users can go so far as to create lesser undead, or, with the proper rituals, greater undead creatures. The
necrobard is a unique class in that its entire focus lies with death; members of this class need not be evil, as some
necromancers seek to maintain the bal‐ ance between life and death in much the same way as druids, and dedicate
themselves to returning the un‐ dead to the Shadowlands. The necrobard class possesses two broad aspects: the
song and the spell. Each necrobard brings their own blend of these aspects to the table, creating unique individuals
built around their relationship with, and attitude towards, death.
Necromancer - While others use magic to do paltry things like conjure fire or fly, the Necromancer is a
master over death itself. They study the deep and forbidden secrets that raise the dead, controlling minions toward
a variety of goals. Perhaps they seek the power that mastery over death provides. Perhaps they are serious and
unashamed scholars, who reject the small- minded boundaries held to by others. Each enemy they fell potentially
becomes an eager and disposable ally, they become immune to the energies of death and decay, and ultimately
harnesses the immortality and power of undeath for themselves.
The Necromancer - The necromancer is an extremely evil human who deals with death and the undead. A
necromancer is a loner. He prefers to surround himself with the dead (and undead), not with life. He rarely
subordinates himself to anyone, preferring to rule his own 'kingdom of the dead'. He may, however, employ (or
rather, force into servitude) such devoted agents of destruction as ores, gnolls, and trolls. Even animals smell the
necromancer's devotion to death and dissolution, and avoid him.
Nobilis Champions - Civilization is ever under threat – barbarians, beastmen, the very forces of Chaos itself ever
assail the realms of man. Against these threats, the Nobilis champion stands firm and ever watchful, shield high
and sword in hand. Descended from the very heroes who first carved the realm from the wilderness, Nobilis
champions are sometimes found among the old nobility, but most are lonely wanderers who protect realms that
have forgotten their kings of old.
Nobilis Wizards - Gifted from birth with power beyond other men, Nobilis wizards are feared and respected by
all. The blood of great heroes runs in their veins, and their lives are not those of mortals. A Nobilis wizard has no
need for the potions, fetishes, and ceremonies of a shaman or occultist. Even the lowliest wizard can utter a word
of power to sunder the sword of his foe, or kindle flame with a gesture. The mightiest wizards can shatter the gate
of a fortress with a blow from their staff, and summon up a thunder-storm with a song. Some Nobilis wizards
succumb to the temptations of their great power, and are counted among the enemies of men; but most use their
knowledge to advise, guide, and protect the realm from the evils that assail it.
Noble – The Nobles are the political and social elite of fantasy societies. These privileged few live on great estates
and sometimes command larger armies than kings. While a player character noble starts out with much more
modest means, he does carry the training to command men and some material advantages other classes do not.
Occultists - A lore weaver seeks knowledge; an occultist seeks power, and stops at nothing in this pursuit. He will
make alliances with dark beings, pursue forbidden lore, and even sacrifice his own humanity for the sake of
eldritch might. Many occultists become adventurers to plumb the secrets of dusty tombs, forgotten crypts, and
hidden sanctums. Few do so for heroic motives. These practices leave occultists reviled and condemned in every
Lawful society. More sinister societies revere and respect the occultist, and many assume positions of power in
those civilizations.
Oracle - Ever since homo sapiens learned how to use his brain, there has as always been a part of man’s mind that
desires to know the events of the future. Such as a person, such as a priestess, through whom a deity is held to
respond when consulted.
Outlaw - Lawless agents of the cities of the west, Outlaws are masters of the multi-shot, dual wielding weapons
with superior accuracy. Often anarchic and mercurial, the outlaws operate in criminal organizations and guard the
underbelly of civilization, charging a modest premium for their efforts.
Paladin – The paladins is chosen for their adherence and absolute devotion to a deity or similar holy cause. Some
are trained in all the arts of combat, serving in the vanguard of many wars and movements. Their belief in the
tenets of their deity gives them strength and divine powers beyond those of other warriors. A paladin’s code
requires them to respect legitimate authority, act with honor, help those in need and punish those that harm or
threaten innocents. They can serve priests, temples, religious houses or other religious authorities, but obey only
one calling.
The struggle is as ancient as life itself. The two vastly diverging alignments, lawful good and chaotic evil,
represent the truest of convictions. They are the extremes. But extremes are always facets of a greater whole, and
without the middle, the extremes represent nothing. Paladins and Oppugnants are the extremes of a spectrum of
holy fighters. All are holy fighters of deep alignment convictions and should be played as such. Alignments, the
entire basis of these paladin classes, must be played to the hilt. Punishment for deviations should be severe.
Pathfinder - The Pathfinder has an uncanny knack for blazing trails, a skill that allows him to find the routes,
reduce travel time, and avoid natural hazards. His acute sense of direction minimizes his chance of getting lost. He
can estimate the number of miles he’s covered with startling accuracy. The Pathfinder makes an invaluable guide,
helping to ensure safe and efficient passage. Though Pathfinders come from all walks of life, most have homelands
in sparsely settled or exceptionally hostile terrains where learning to find one’s way can mean the difference
between life and death.
Pellar - A pellar is a healer, diviner and breaker of spells. For the common folk, they mostly encounter magic at its
most malevolent, when an evil wizard or cult sets up shop near their village. The folk mage, the Pellar, may not
have the flashy power of a wizardly Sorcerer or a divine Cleric, but when it comes to protecting against magic and
serving the needs of the peasantry, the Pellar is second to none. The calling is usually taken up spontaneously,
usually by someone who feels an affinity for the old ways.
Piao Shih – Piao Shih are professional caravan guards that tends to be an expert with heavy throwing darts. Their
martial skills are on par with eastern monks.
Pirate - Whether they call themselves freebooters, corsairs, or buccaneers – the cut throat men who make their
living by plying the seas for easy prey and unguarded cargo are most often called pirates. Whether they were
legitimate seafaring merchants who were given a choice between thievery at sea or death, men who chose a to take
up the free-spirited life of maritime thuggery, or they have the backing of some noble via a letter of marque and go
by he title of privateer, they are all one and the same: swashbuckling criminals of the high seas.
Pit Fighters - Pit Fighters are similar to the Gladiator. Both fight for the entertainment of others, but this is where
the comparison ends. Pit Fighters fight in open arenas for the public or the rich. They usually fight in such a way as
to rouse the crowd, so as to gain popularity. Many a popular Gladiator has gained a position as hero or upper
classman because of his deeds in the arena.
Pit Fighters, on the other hand, fight in back alleys, back rooms, tavern basements, and other unwholesome
environs. The people they entertain are usually of questionable ethics, or background. They don't desire fame; they
just want to collect their money and leave.
Plague Doctor – The Plague Doctor is a dark alternative to the Cleric. They are skilled at healing and fighting
disease without magic. They also have solid combat abilities making them a welcome addition to an adventuring
party.
Pohjolan Ruinguard - A ruinguard is a master of their own fate; an individual conduit to the knowledge of chaos
and the chthonic powers spread across the void. Whether they carry such power within them and focus it upon the
weapon they wield, or whether the weapon itself holds the chthonic power and they merely call it forth to do battle,
even the ruinguard does not truly know. Ruinguards typically adventure to accumulate power, skill, and allies in
order to dominate more and more around them – some even harbor dreams of rebuilding an empire. Others resist
succumbing completely to the chaos that constantly seeks to consume them. This rarer breed of ruinguard seeks
adventure to quell the wanderlust within themselves and find camaraderie and kinship amongst those adventurers
who also choose to wander dark roads and distant lands."
Pohjolan Sin-Eaters - Ordained assassins of the Pohjolan Priesthood, the Sin-Eaters carried out murder as a form
of worship. They believed that through ritual hunts and assassinations they could "eat" the sins of the victims and
take them upon themselves to grow closer to their Dark Gods, and ranged the farthest corners of the known world
for new sacrifices.
Pohjolan Sorcerer -The Pohjolan sorcerer is a scion of black magicians and necromancers of an earlier age,
considering physical combat beneath them and the province of henchmen and vassals, Pohjolan arcanists do not
train for physical combat. They do not wear armor nor use shields. They have basic proficiency with a few simple
weapons, however: the dagger, dart, staff, and sling. They can fight wielding a staff with two hands, but aren't
trained in any other fighting style. This class is only available to Pohjolans.
Priest - The priest is a cleric of limited martial skill but superior mystical capacity. He garbs himself in raiment
from simple to elaborate, as befits his belief system. Priests dwell wherever men have faith: a city-state where an
otherworldly being such as Xathoqqua is worshipped; a simple village where the Sun (Helios) is revered; a
fortified manor house where a goddess of the hunt (Yoon’Deh) is venerated; or perhaps an underworld guild of
thieves who tithe to a god of trickery and luck (Rel). Some priests may dedicate their lives to the banishment of
demons; others may represent a holy order or mystery cult whose mission is understood by few. Throughout the
realm, these paragons of faith and worship serve as spiritual and political advisors to knights, lords, and even
kings.
Princess – Princesses are fairy tale nobility, deposed from their birth-right, and destined to one day rule a great
kingdom. Princesses are powerful, merciful, kind, and pure of heart. Be kind, even in battle they provide merciful
death.
Psion - Psionics is the power of the mind and will made manifest in the world. A Psion can manipulate
themselves and others, even the world around them, with a thought. There are many similarities between Psions
and Cerebral Knights, such that they are often confused with one another. But the similarities are only
superficial. While both might be able to read someone’s mind, they both do it in completely different ways.
Psionicist - The psionicist is a member of a class devoted to the exercise of innate mental powers. Certain
individuals have within them a talent for that sort of thing, and these persons can opt to be psionicist. A psionicist
can attack without lifting a finger, they may even set things on fire with only their mind.
Psychic – Psychic are men and women with an inborn ability to impose their will on reality using only their mind.
This is similar to the inborn ability of a sorcerer to use magic. The psychic learns from an early age, often taught
by a hermit-like mentor or in a monastery of other psychics, to focus her innate mental powers to manifest
astounding psychic phenomena. They must go through a difficult training regimen to train their minds, not unlike
the one monks use to train their bodies.
Puppeteer - These weird magic users don’t cast spells, but conjure puppets by cloning pieces of their own soul.
Purloiner - The purloiner is a hallowed thief typically dedicated to a deity of larceny; more precisely, he is an
ecclesiastical brigand who practices what he preaches. Whether serving a mystery cult in appropriating (or
misappropriating) funds and rare artefacts, or functioning as the spiritual mentor of an underworld thieves’ guild,
or working as a rapacious freelance adventurer, the purloiner combines the remarkable skills of a thief with the
sorcerous powers of a cleric. In Dunya, most such thieving clerics serve the god of thieves.
Ranger - Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of
civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They
learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush
and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific
favored foes.
Reaver - Reaver’s come society where warfare and raiding is a part of life. These warriors are adept at
sneaking up on targets and dispatching them quickly. They are also fierce hand to hand combatants. These warriors
follow the belief that honor and rules get in the way of winning a fight. They only follow the code of the society
they come from and the orders of the clan leaders.
Red Branch Warriors - The Red Branch, named for both its violent, bloody work and the nature of the test that
must be passed to join, is composed of the most honored warriors of the Dunya tribes. Members of the Red Branch
are feared throughout Dunya for their unparalleled mastery of their lethal battle feats, and for their notoriously
short tempers and extreme concern for their own honor.
Red Jade Templar – The dreaded Red Jade Templars, the zealot enforcers of the Demon Gods orthodoxy. The
Red Jade Templars are one of the most feared fighting forces in the world, one of the only know things to bring
goblin, uruk hai, elf, and dwarf together to face them. They are they only known order of evil Templars. The Red
Jade Templars worship the Demon Gods and get their powers from them.
Riddlemaster - Riddles, rhymes, and puzzles are the medium of the Riddlemaster. These characters look upon life
as an intricate and challenging puzzle to be solved. Riddlemasters are exceptionally intelligent, and their minds
work on a level above that of the common man. Riddlemasters devote their entire intellect to maximizing favorable
outcomes for themselves and their friends. Some believe that Riddlemasters are just extraordinarily lucky, but this
is not the case. Riddlemasters are always considering the environment around them, being sure to stand in the most
favorable places, socializing with the most advantageous people, asking the best questions, and so on. They seek to
develop the supreme mind.
Rider of Jen- Armored warriors are not the only men to take advantage of the power and grace of a war steed.
There are many who have learned to use the agility and speed of their horses to great effect. Wielding bows with
deadly accuracy and often attacking in large groups, they forgo heavy armor and barding in favor of raining arrows
down on foes from afar. Though many cultures have adopted this form of combat, they are often known simply as
Riders of Jen.
Riven Mage - The riven mage is a master a form of magic similar to spells, but considerably simpler and more
primal. Known by various cultures as jinx, marvels, will-work, and invocations, most riven mages from more
advanced cultures call their mystic powers “rivenspells,” meaning these powers use the same energies as spells but
all the unnecessary trappings haven been removed.
Rather than “cast spells,” riven mages talk of “riving energies,” as they see the act of creating a riven spell (“to
rive” such an effect) the equivalent of tearing a magic effect loose from the background of reality. While
rivenspells are significantly more limited in their breadth and flexibility than spells, at the same time they are freed
of many of the limitations of spells. A riven mage never worries herself about having a component pouch, what
armor she is wearing, or exactly what noises and movements she must make to call on her magic powers. While
other spellcasters often claim riven mages are “primitive,” riven mages see themselves as the purest of magic-
users, able to call upon their effects easily, quickly, and even under significantly adverse conditions.
Rogue – Thief, sneak, charmer, diplomat—all of these and more describe the rogue. When not skulking in the
shadows, disarming traps, and stealing from the unaware, rogues may rub shoulders with powerful nobles or plot
capers with fellow crooks. The rogue is the master of many faces, using her skills and talents to get herself both
into and out of trouble with rakish aplomb. While others may call them charlatans and burglars, even the most
larcenous rogues tend to consider themselves consummate professionals, willing to take on any job if the price is
right.
Rune Graver - The rune graver is a mystic warrior who carves sorcerous runes on bone, metal, stone, and wood.
Graving is a heritable craft, taught to precocious young warriors. Rune gravers are both celebrated and notorious
adventurers, raiding with and fighting alongside berserkers and other swordsmen; indeed, poems and sagas oft are
writ of their deeds as both warriors and numinous sorcerers.
Rune Knight - A Rune Knight is a character class that has the skill to empower their weapons by inscribing
magical runes on them. The training that a Rune Knight has undergone gives them a keen insight into how magic
and weapons can work together to increase their power. This synergy makes them deadly opponents.
Rune Master – Rune Masters are specialist mages that draw and etch magic runes into the air and onto objects.
Each rune has a different effect that grow in power as the Rune Master does. While the golden age of runemaster
power is long since passed, even today the dwarves and gnomes are known for their enchanting prowess.
Rune Smith - While most believe that dwarves are a race with an aversion to magic, this is a myth. Dwarves
practice a unique kind of magic, called Runic Magic. The rare dwarf who takes up this path is known as the Rune-
Smith. They carry a collection of personally crafted stones, typically made of polished rocks from the deep places
of the world that are carried in a satchel of handcrafted leather. By carving secret symbols on these stones each
morning, they are able to weave unique enchantments connected to crafting, divination and the earth. By calling
upon these enchanted stones, they are able to lend unique magical abilities to assist their adventuring companions.
Rune Weaver: Rune Weavers are the original Human magic users, learning their craft from the reptilian races of
old. Their magic is stronger than that generally practiced now. It is, however, slower acting, and lengthy in its
conjuration. They never wear armor, but do carry staves and daggers.
Sage - A Sage is a character who devotes his/her life to the acquiring of knowledge. This knowledge can be in any
one of seven categories:
1. Artifices of Civilization
2. Geological (of the earth, rock, etc.)
3. Meteorological (of the air, clouds, etc.)
4. Aqualogical (of the sea, rivers, etc.)
5. Floralogical (of the plants)
6. Zoological (of the animals)
7. Esoteric Knowledge (all not covered, anomalies, etc.)
Samurai – Samurai are honor-bound warriors who swear their life and their sword in service to a lord.
They live and die at his will and under his command. They are masters of both blade and bow, spending their lives
studying the art of war. They are disciplined and cunning, learning military tactics in addition to proficiency with a
great many weapons.
Scout - Any force on the move, whether it’s an army or an adventuring group, needs information about what’s
ahead and what’s behind and, more important, time to prepare for battle. A scout can navigate difficult terrain at
good speed, and she specializes in seeing her foe before the opponent ever detects her presence. In a dungeon or in
the wild, a scout is seen only when she wants to be.
Scribe - Akin to the sages and magic-users of the world are those few artists who combine extraordinary
craftsmanship with a mastery of the social and magical uses of language and symbols - the scribes. Most scribes
make their livings as servants to courts or large merchant companies, although a few do free-lance work in large
cities. Most scribes are keen students and collectors of maps, codes, fragments of lost languages, armorial bearings,
signs, runes, and glyphs. Scribes may be of human or demi-human racial stock (including crossbreeds), and of any
alignment. The mercenary nature of a scribe's profession and the breadth of views and ideas to which he or she is
exposed lead most scribes to be of neutral-oriented alignments.
Selenic Knight - A small but devoted order to Selene are the militant servants of the moon goddess, the Selenic
Knights. Amongst their ranks are a handful of devout elvish warrior-maidens and a handful of other kin who
have felt the touching siren call of the moon goddess. Selenic Knights are purveyors of justice, defenders of
women, healers, diviners, and a small but noteworthy sect dedicated to the cause of order.
Sentinel – A sentinel is a character whose job it is to defend against both open and surprise attacks. Although
sentinels fight fairly well, their primary purpose is to detect approaching invaders or assailants, and to then sound
an alarm and hold off the enemy until help arrives. To accomplish this, sentinels have trained themselves to be
exceptionally alert. The ideal alignment for a sentinel is lawful neutral, but it’s not necessary for a first-level
sentinel to have that alignment. However, as a sentinel gains experience in his function, he becomes more loyal to
his master or employer and more objective about those he encounters in the performance of his duties.
Shadow Dancer – Shadow Dancers are characters akin to thieves or assassins, with mystic powers related to the
mysterious Shadow Plane. As children, shadow dancers have an unhealthy fascination with the dark, peering into it
for hours on end into the shadows and claiming to see things moving and living there. These tales they tell, of
course, are true for these children have a strange link to the Plane of Shadows, a link they harness as they grow
older.
Shadow Mage – Shadow Mages possess skills of infiltration and assassination, using their magic to confuse and
obfuscate. Sharing a great deal with mundane thieves, they use magic to accomplish similar goals rather than
mundane talent.
Shadow Walker - The shadow walkers take their name from the eldest of their order who called himself the
Living Shadow. He is said to have been sired by a creature from the Demiplane of Shadow, but none can say for
certain if that is true. Indeed, only those shadow walkers who are indisputably loyal to the Living Shadow have laid
eyes upon him, so he may be nothing more than a fabrication. What is it that makes the shadow walkers most
different from the rest of the world’s rogues? On the surface, one might say that it is their use of magic, but in truth
there is much more. The shadow walkers are an unusual people who have sworn to use the talents of the thief and
the magic of darkness to avenge the wronged and to battle evil.
Shaman - Shamanism is the belief in the ability to interact with the spirit world through altered states of
consciousness. There are many different traditions and beliefs from around the world that fit under the umbrella
term of shamanism.
Shinobi - The shinobi – also called ninja – is a specialist. His expertise includes espionage, infiltration,
assassination and disguise. Shinobi are secretive and are organised in clans hidden in the mountains. Apart from
shinobi clans, other groups like temples or military organisations may train shinobi as well.
Shootist - There are men who live by the sword, and men who live on the cutting edge of technology. Without fear
their own safety, the Shootist wields the edge of technology with grace and gallantry. Roguish and wild, they are
masters of black powder technology and wield it with deadly efficiency, while leaving more antiquated technology
by the wayside. This class requires the Firearms Rules be used.
Silahşör - Silahşör are independent and courageous bastions of civilization, and watchmen from the encroaching
wilderness. They are honorable, and take on hard-ships for the good of society. Some Silahşör choose partners,
allies in which to share the burdens of their charge. Some choose a lonesome independence, becoming isolated
even among allies to reduce the burdens of their friends.
Sister of the Aquarian Order - The Sisters of the Aquarian Order, also known as Aquarian Sisters, or often
"witches" are an exclusive order of human women that train their minds to go far beyond what humans can
normally do. They spend hours in trances communing with a hive mind that contains all the memories of all the
members of the Order past and present and some even claim the future.
Slaver - Slavers are a combination of Outlaw, Thief, and Warrior, and, as such, they have many of the advantages
and disadvantages inherent in those classes. They never wear plate or highly encumbering armor, favoring studded
leather and light chain, with nearly never the use of a shield. They love whips, nets (weighted), and scimitars or
falchions. They almost never use their weapons, though, preferring to whip or net their victims into submission.
Strangely enough, Hobbitts are occasionally slavers, and when they are, they are some of the cruelest!
Slayer - are characters who have dedicated their lives to opposing the efforts of the Infernal powers on the plane
prime. Because of their association with the infernal powers, many societies do not readily welcome slayers into
their midst. Loners by nature, they roam the land in search of demons and their mortal thralls, opposing the
machinations of the Lords of Hell wherever they are found.
Smith - This suggested non-player character type is designed to represent the powers and limitations of any
metalworker encountered in an AD&DTM setting, and in particular to quantify the skills of those rare individuals
who can create works of exquisite beauty and lasting durability, or even work successfully with magic.
Sohei - are warrior priests, though more warrior than priest. Most are trained by monasteries or temples, but some
are former soldiers who have taken religious vows. They protect monasteries from attacks and extend the
monasteries' political claims. Sohei have limited magical ability. Many adventure to support their temple,
monastery, shrine or sect.
Solarian Knight - The Order of the Solarian Knight is a powerful fist for both the Church of Naril and the
Emerald Throne of Hyrkania . A Solarian Knight serves NariI first, as a guardian of purity, goodness, order, and
righteousness. He follows a close second in his service to the Throne of Hyrkania, the Empress, and the ideal of
law of the land. Completely optional class.
Sorcerer of the Black Gate - Sorcerers of the Black Gate are weavers of mystical energies and practitioners of the
Dark Arts. They are typically obsessed with the acquisition of lore and lost knowledge, be it through esoteric
research or physical exploration. Beware a sorcerer – their minds do not move in the same directions as those of
normal folk!
Soul Witch - Soul witches are healers in thrall to a Chaos god, devil, or demon. They offer healing services at
often great personal cost to the injured or sick party. The true beneficiary of the soul witch’s ministrations is their
wicked patron, who feeds off the suffering of others.
Soulknife – Soulknives are men and women with a natural surplus of psychic energy but no ability to manifest it in
the form of psychic powers, Instead, they learn through rigorous training and meditation to unlock their chakras
and focus their psychic energy into blade-shaped constructs called mind weapons. They follow a strict warrior code
that states “Stand straight and never back down, for this alone is manliness. Rather break at the knots than bend.”
Spell Singer - Valantra is the name that the magic-wielding spell singers call themselves. Spell singers are an
unusual variant of the standard Wizard that cast spells through music and dance.
Spell Slayer – Spell Slayers are the most feared by spell casters, especially by those that rely on their magic for
advancement. They attack the magic of other wizards, disrupting the connection between a wizard and his ability to
access the magic of his or her world. Nothing is more fearsome to a wizard than the loss of this ability.
Spell Slinger - Spell Slingers are the arcane gunmen of the west, utilizing Grit and Magic together to form a
hardened guard against the ethereal and mystic threats of the badlands and cities. Often misunderstood for their
strange rituals, Spell Slingers are heroes that fuse the arcane into steel to banish ghosts, elementals, and other
magic-users.
Spell Thief - The class is a variant on the warrior but specialized in fighting enemy magic users and even stealing
their powers to wield them for the forces of good. To compensate for this versatility, the Spell Stealer is less
powerful in conventional combat than a normal Fighter.
Spider Mage - Most humanoid creatures find spiders to be repugnant and shun them whenever possible, so
adherents of this form of magic tend to be loners and outcasts from their own species. Many such adepts acquire
traits from the creatures that serve them, becoming devious, subtle, patient, and utterly ruthless. Spider mages are
powerful in their own lair, but they also have spells that allow them to see what transpires in the world without.
Their form of magic lends itself to things such as assassination, manipulation, blackmail, extortion, and spying. A
Spider Mage can potentially wield tremendous control over events in nearby towns and cities by using magic to
subtly manipulate political forces.
Spiritualist – Spiritualists possess a natural connection to the realm of the dead. Whether through practice, focus
or an unknown outlier they are able to reach across the intangible barrier between life and death. Powerful
Spiritualists are able to do far more than just perceive and speak with the dead. Through sheer force of will they are
able to both summon and banish spirits who have moved beyond the realm of the living, obliging these spectres to
aid them in whatever endeavors they might undertake.
Squire - Squires work side by side with Paladins, they don’t have the same exacting requirements as Paladins.
They are truly devout fighters that either through scores, in the case of humans, or race, paladinhood is a uniquely
human class, are able to become a Squire.
Star Powered Mage – Star Powered Mages are essentially nothing more than normal Mages with a built-in
receiver for “Cosmic Mana Power”. What they can do is severely limited because of the nature of that receiver and
its potency.
Summoner - The summoner is a sub-class of magic-user that gains his magical powers by making a pact with an
outsider, a being from the outer planes. This pact is one of mutual benefit, as both the summoner and the outsider,
known as an eidolon, gain in power.
Summoner, Magical Beast – are a special class 0f magic using characters that uses magic to bind magical beasts,
so they may command them to do their bidding. It was quite the craze ages ago to send your children off to learn
how to be a Magical Beast Summoner, after which, the children were allowed to wonder the world collecting
magical beasts and fighting other Summoners. This craze died down after a vicious goblin tribe got hungry, invited
three Summoners to dine with them. The young summoners, not knowing better, agreed to the meal. After it was
learned the tribe HAD the Summoners and their magical beasts for dinner the idea of letting 10-year-olds wander
freely might not be a good idea. Ash, Brock, and Misty were honored post mortem.
Sumotori - The sumotori, or sumo wrestler, is a class commonly encountered in the AD&D® 1st Edition Oriental
Adventures. The sumotori is rarely an adventuring character (since the character’s abilities are so limited), though
he is very powerful in a narrow area of expertise. The only thing a sumotori can do very well is wrestle. A
sumotori makes his living by wrestling in noble courts or popular exhibitions. A sumotori is often part of a court
entourage and is paid to wrestle for the entertainment and glory of his daimyo. A sumo wrestler is considered a
great status symbol for a samurai lord, much like owning a champion racehorse. To produce a fine sumotori, a
daimyo must invest a great many resources to train and feed the wrestler.
Swashbuckler - Swashbucklers specialize in quick, unarmored movement. Light weapons benefit from their
quick, steady hands. They often begin their careers as muggers, thugs and enforcers for the criminal underground,
but they are not necessarily immoral. Many of them only take up a sword and dagger to guard against violent gangs
and corrupt nobles. Most swashbucklers hail from the great cities (and festering slums) of the campaign world, but
a substantial minority haunt merchants’ road and the lawless seas. These swashbucklers are highwaymen, pirates or
privateers: professions that suit their special skills. In any event, swashbucklers are not battered military veterans
or mail-wearing heroes from bloody battlefields. They fight on rooftops, in ship’s rigging and atop the tables of
feast halls.
Sword Master – Sword Masters or kensai are expert duelists and samurai striving to achieve perfection
through the Way of the Sword, a spiritual path and a philosophy of independence towards gods and spirits alike.
They have dedicated their whole life to honing their swordplay and the intricate honor codes that regulate duels
and displays of prowess in combat. For kensai idealists, the world is not shades of gray but decisive opposition in
which they have to vanquish or die regardless of the issues at stake.
Templar - the Templar is a knightly class archetype that is akin to the paladin, with much less of a focus on
horsemanship or old traditions of reverence. The templars focus on destroying heretics, rooting out evil, and
slaying demons and devils. In many ways they are warriors more than they are knights, but their knighthood is
nevertheless assured by the fact that they live and die for a singular knightly order … that is, the Knights Templar.
They are sworn to the cause of saving the world of Dunya from Apocalypse and extra-planar incursion.
Temporal Champion - A temporal champion is a combination of chronomancer and warrior, originally based in
characters that time traveled to engage in combat in other times or against legendary or future opponents. It has
changed over the years it has been known, and while it still demands great discipline, the driving force is not
necessarily combat. Some still search for the ultimate battle or the “promised” fight. Others are now stressing their
chronomantic heritage and applying their fighting skills in service of their intellectual pursuits. Many find reasons
on both sides of their nature that motivates them to follow this path.
Temporal Mage – Temporal mages draw power for their magic directly from the energy created by the
momentum of time. The lifeline of every living thing forms a current in time-space and the interwining currents
create the timestream. A temporal mage can slip between reality and Temporal Prime dimension through the use of
spells, items or permanent portals.
Temporal Raider – The temporal raider is a combination of the chronomancer and rogue. The raider began with
greedy chronomancers wanting to steal things in other times. Unskilled, these chronomancers soon recognized the
for rogue abilities. They slowly acquired the necessary skills, until the raider is now equally at home in a thieves’
guild or a wizard’s library. A number of temporal raiders still practice their skills in the pursuit of acquiring
wealth. Others simply use their roguw abilities as a secondary means of achieving their (often) more honorable
ends.
Temporal Thief - The time thief does just what her name suggests— she steals bits of time. Mostly she steals
boring, unneeded time from her own future, saving tiny split-seconds she can use to make her life easier in the
present. As her powers grow, the time thief can learn to manipulate bigger slices of time, giving her more options
to enhance her actions or even alter the timeline of enemies and allies alike. Most of the time thief’s effects are
subtle to outsider observers, seeming to be more good fortune and preternatural speed than control over time. But
it’s clear to anyone who seen a time thief dash past a charging horse, leap onto a narrow ledge, and flip over a
guard’s crossbow bolt that a time thief has some kind of temporal power.
Temporal Warden - The time warden is a master of chronothurgy, the magic of manipulating time, and a self-
appointed guardian of the timeline—the sequence of events from the beginning up to the present, and stretching
out to the end. With the ability to manipulate time comes the ability to abuse it, and, if damaged, time can become
dangerous. Time wardens are aware that if time is stretched too far, ignored too much, or called upon too
recklessly, the result can be an injury to time. The measure of how likely a given use of time is to cause damage is
known as chronal dissonance, and time wardens seek such dissonance and do their best to reduce it.
Thane – A Thane is a proud warrior who exalts in the marshal traditions of an age that is almost gone: where
battles were fought on foot between champions and where personal courage was paramount. Thanes are not
berserkers; they are boastful warriors who delight in challenges and single combat and whose whole lives are spent
in the search for a good death in battle at the behest of their Lord. They are honor bound to obey their master
unless he shows himself to be craven or a man of little valor, for these warriors hold their renown dearer than any
Knight does.
Thief - Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their
combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth
and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding
and disarming traps, and opening locks.
Thug - Thugs (also called executioners) are people commonly employed by rulers. They are trained in the business
of killing criminals who have received the death penalty. Most thugs are skilled in the proper use of bladed
weapons, ropes and poisons and are able to execute criminals quickly and neatly. All professional thugs belong to
their own guild, which is associated with the Thieves’ Guild. Hugs keep their true identities secret, wearing hoods
or disguises when engaged in professional work. Many own ordinary shops and can seem to be perfectly ordinary
townsfolk. Completely optional class, though many can be found in Shahjapur.
Timelords - Timelords are the elite military order of a mutated human race. Most members of this race do not
differ from normal humans (except that very few are able to cast spells), but a few have mutated enough to be able,
with proper training, to manipulate time. An annual competition among 16-year-olds of at least 15 intelligence
determines which young men and women will enter the Order of Timelords. They become Time initiates after two
years of intensive training and stimulation of the gland which enables Timelords to alter time. Only members of the
mutated race possess this gland, so Timelords are exclusively non-player characters.
Tomb Raider - While most adventurers are tomb robbers at some point in their career, some make a specialty of
it. Part scholar, part fighter, part thief, they specialize in looting ancient tombs and dungeons.
Totem Warrior - He is a member of the people's elite but not always likeable. Indeed, they are usually loners.
Totem warriors are warriors who have accepted a spirit animal as guide, protector, and inspiration. In battle, a
totem warrior's spirit animal fills them with supernatural might, adding magical fuel to their rage.
Undead Slayer – In the darkness, in the shadows, in the forgotten places of the past, there is a terror that is long
forgotten. But this lingering evil is still a great threat to the world, and those who carry the carry the mantle of hope
into darkness are rare heroes in this world. They are feared, even by those they protect, because of the dark places
they have been and the horrible things they have seen. These nomadic travelers drift from town to town, offering a
service that the good folk of the world need, but are often afraid to ask for. These are Undead Slayers, slayers of
the dead.
Vampire Hunter - Vampires took something from you, and now you’re going to take their unholy lives. The
princes of the undead and their minions haunt the night, and it’s up to you to cleanse their filth from the Earth with
sword, whip, and flame. Your focus, training, and faith have given you remarkable resistance to the mind-bending
influence of vampires, succubi, and their ilk. You’ve honed hand, eye, and reflexes to where the whip acts as an
extension of your own body. Perhaps most importantly you have studied with hermits and wise women, learning
the simple but potent folk magics that let you protect the innocent from the evils of the undead. This class is only
found in the Kingdom of Târgovişte.
Varangian Guard - The Varangian Guard are elite warriors and serve as shock troops and mercenaries in many
battles. The Varangian Guard are well known for their use of two-handed axes, toughness, skill, and aggression in
battle.
Vivimancers - Vivimancers are specialized magic-users who study the arcane manipulation of life. They have a
multitude of spells focusing on mutation, transformation and flesh warping. Vivimancers also have the ability to
perform a number of laboratory procedures which effect the creation of new life-forms, either by cloning, vat
growth or genetic manipulation. The building and maintenance of a laboratory to pursue their research is thus of
great importance to many vivimancers.
Void Knight – The Void Knight is a defensive Warrior who uses eldritch techniques to counter magic-wielding
foes. Spells that would bring another Warrior low are shaken off by a Void Knight, reflected back at the caster, or
converted to void points, which the Void Knight can unleash to devastating effect.
Void Mage - Whether they’re a part of an anti-magic cult movement or maybe just a deep appreciator of the
intricacies of magic, the Void Mage is a master of using the void to inhibit those that cast magic. They are students
of cancellation and work as the mirror opposite to the world of wizards and sorcerers. They are inherently hardy,
and their impressive constitution assists their ability to negate magic. They draw strength from using the void to
siphon power from their enemies. They are an impressive ally on the battle field, and terrible foe to face against.
Void Sorcerer - There is no light without dark, no heat without cold, no ease without fear. Void is a magical
element, the antithesis of the elements of nature (Fire, Air, Earth, and Water). The Void’s power comes from
outside nature and demands a terrible price to use. The power granted by the Void is very seductive, as the Void
enables the caster to destroy objects, summon darkness and shadows for her to command, and raise the very dead
themselves as servants.
Voivode (King's) Enforcers - Not all beings who stalk the night hunt mortal prey. Voivode Enforcers are
powerful undead and demon hunters that work directly for the Voivode of Targavista. A Voivode Enforcer pits his
abilities against the creatures of the night, and their terrifying undead overlords. Most Voivode Enforcer do not
survive their first encounters with the undead Those few who survive and force themselves to carry on grow more
and more like their terrible quarry, becoming dark-garbed bringers of death, feared by the dead and the living alike.
Wanderer – Whether cast out from their homeland by fearful villagers, forced to travel the road endlessly due to
some great curse or obligation, or simply choosing to call no realm home, the Wanderer walks an endless road
from town to town. Life as a vagabond has taught them a unique collection of skills that aid them in surviving the
dangers of a transient life and in their travels, they inevitably pick up an odd collection of skills and abilities.
War Chanter - Dwarves may seem to most to be a dour and work-obsessed culture who has no interest in beauty
beyond that which can be mined from the earth, this is not so. Great dwarven warrior of song, known as war
chanters, remember the songs of fallen heroes and hope to inspire their comrades to new glory upon the battlefield.
With their powerful songs, the war chanter can help their allies find new courage and deal mightier blows against
what would seem to be an insurmountable foe.
War Rider – Dwarves are often regarded as poor horseman by other races of the world and this assumption would
be correct. That is not to say, however, that dwarven soldiers do not have their own cavalry. Known as War-Riders,
these armored warriors charge into battle with long-hafted axes, great mattocks and hefty hammers which they
swing with deadly vigor. Astride massive boars with wicked tusks or nimble rams, they sing songs of battle as they
charge into battle clad in shining plate mail.
War-Witch - Certain witches train to be warriors, as adept with the spear and sword as they are with their sorcery.
Only witches who join a war-witch band, such as a Badb, are considered to be war-witches proper. They gain
special instruction in using their sorcerous abilities in combat, and learn particularly how to summon and control
creatures from the outer planar worlds. The most experienced war-witches are no longer entirely human, having
spent so long consorting with demonic entities and performing dark magic that they become outer planar creatures
themselves. A war-witch must be accepted into a group of war-witches or Badb and be female.
War Wizard - War Wizard is perhaps the most respected (and feared) of magic-users. These battle-hardened
individuals focus on a special form of mental discipline that allows them to cast spells in the thick of combat while
using melee weapons.
Warden - Wardens are failed magicians. Though they have some mystical potential, they lack the ability to
become full mages. But such abilities are not discarded. Wardens are taught martial skills, those that have the
potential, and are trained to act as the swords and shields of the mages. ln exchange, their minor gift is nurtured.
They are trained until they are an elite fighting unit. The process to become a Warden is trying, both physically and
mentally. Wardens are marked with potent alchemy and transformation spells, and learn a style of magic that uses
more internal resources than external ones. As such they can cast their (and only their) spells regardless of the
armor they wear. But this magic takes years to manifest and develop, even longer than the spells of a wizard.
Warlock - Warlocks are magic users. Their particular specialties are in the fields of demonology, fire. the and the
distillation of poisons. As Warlocks deal with occult their practices are generally kept secret (remember angry
villager rule). They make of use of fire, brimstone, candles, chalk, tarot cards. and like equipment for the
summoning of demons and for their other magic.
Warlord - Warlords are battlefield leaders, issuing tactile commands to their allies and corralling their enemies.
Their ability to control a battle is unparalleled. Their specialty is small unit tactics, but many also train themselves
in the ways of alrger battles.
Warmistress: Some heroes embody mythic archetypes. One such archetype is the coupling of love and war:
sometimes the violent god of war and the mercurial goddess of love are united as paramours; other times, love and
war are symbolically united as one mercurial and violent being, a goddess of love and war; but in every case,
violence and sensuality, lust and bloodlust, are intertwined. The warmistress is the living embodiment of such
myths, a swordswoman blessed by divine powers who lives, loves, bleeds, and dies with fury and passion.
Warrior – The warrior is the mighty hero od destiny. They wield magic weapons and perform deed of heroic
prowess that bards tell stories and make songs of.
Warriors of the Fes Courts – Warriors of the Fae Courts are all exclusively gentry or nobility. They wear elven
chain mail, often fashioned to resemble silver leaves, and cloaks of forest green. Their heads are sometimes
adorned with precious metal circlets bearing their respective house insignias.
Watchman: Watchmen are the men and women who wander dark city streets at night, ensuring that citizens can
sleep peacefully. With keen eyes and bright lanterns, they see to that their beloved metropolis remains safe from
the dark things that come out at night. Whether its a midnight brigand, a goblin scout or a secret assassin, the
watchman has an ear to the street and an eye on the shadows. He knows when to talk and when to threaten – all in
the name of their beloved city.
Weapon Master - Fighters are required to be trained across multiple weapon styles though many tend to favor a
select few. Weapon Masters strive to achieve perfection in all weapon types, alternating between the various aged
techniques and utilizing their respective properties mid-combat to become a truly formidable adversary. Often
traversing different lands and regions, Weapon Masters seek to hone their craft and expand their knowledge of
magical and non-magical weapons. Over the course of their lifetimes, accomplished Weapon Masters are known to
amass an arsenal that could rival even that of small towns. They can be easily identified by the numerous weapons
that they display, often equipped on their person.
Wild Wizard - Magic is not an exact science and even the most detailed incantation or formula can result in
terrible destruction if the spellcaster's proper words and gestures are not executed with exacting detail. Still,
occasionally a magic-user decides to specialize in the study of this arcane chaos and even bend it to their will.
Known as Wild Wizards, these rare wizards are often regarded as mad. The study of what is known as “magical
flux” often leads to their own demise, but those rare few who are able to harness the chaotic energies hidden
behind these arcane spells are among the most powerful and feared spellcasters in the world
Wildling - A Wilding is a human character who is dedicated to the natural world and the wilderness instead of
remaining among "civilized" areas. A Wilding is pure Neutral. Never Lawful or Chaotic. The Wilding devotes
their life to the balance of all living things and to the study of nature, allowing them to commune with an animal
spirit: the source of their supernatural abilities. Every Wilding hails from outside of or on the fringes of what one
would consider "civilization". While many choose to live a solitary existence in deep forests or wilderness, there
are those who live the life of the 'wise man' or 'cunning woman' of a frontier community, advising the locals on
best practices for working with the natural surroundings and providing healing and herbal remedies.
Witch - Witches are practitioners of ancient religions. An old hag, a mysterious wise woman, a cunning and
alluring maiden... All of these and more are the guise of the witch. Witches have existed since the dawn of time
and are some of the greatest of all spell-casters recorded in myth, story and legend.
There are six known traditions of witchcraft: Aquarian, Classical, Eclectic, Faerie, Family and Maleficia.
Witch Doctor – Witch Doctors are arcane spell casters that share many beliefs in common with shammism. While
they are capable of healing, they are more focused on poison, curses and offensive magic. When witch doctors do
heal people, it is more often done for profit or in exchange for favors than any altruistic reason. While shamans use
their connection with the spirit world to fight evil spirits and undead, the witch doctors see undead as potential
trolls to further their own ends, As a result they cannot turn undead, only command them. They are far mor
aggressive and belligerent then most spell casters.
Witch Hunter - Witch hunters combine magical training with combat expertise to battle the spiritual forces of evil
in the world. Ghosts and other evil spirits, demons and oni, and practitioners of black magic are the witch hunters'
sworn enemies, and they bring unique abilities and expertise to bear in combating these foes.
Witch Knight - Witch Knights are the warriors of the mystic and arcane religions. They receive power from a
spirit or deity which has some connection to Magic and esoteric powers. They are free thinkers, philosophers, and
survivors, often existing in lands hostile to those of their beliefs and religious persuasions. They redefine the
relationship and roles of the being they serve to the dominant faith, bringing new thought and explanation to old
forms of thought. They are gifted with unique abilities, an inherent talent for magic and the ability to see spirits and
such, which marks them as different from others in their society.
Wizards – Wizards are a highly disciplined class of spell casters who approach the study of magic from a logical
and scientific point of view. Though intrigued by the mysteries of ritual magic, Wizards are more interested in the
theory which causes spells to function as they do, and the known laws of science. To these spell casters, illusions
are merely refracted light, levitation is no more than the temporary relaxation of a gravitational field in a restricted
area, and so on.
Wizards of the Fae Woods - Wizards of the Fse Woods leather, fur, and wood in their clothing and weapons,
shying away from metal. As a result, these wizards are easily mistaken for druids by those who are unfamiliar with
them.
Wu Jen - Wu jen are wielders of magic. They may be crazy recluse wizards, imperial sorcerers, local wise women,
or renegade magicians. Most wu jen adventure in order to collect ancient magical texts, relics, or spell components
for their research. While not very strong in a physical sense, the powers literally at the fingertips of a wu jen make
them some of the most dangerous characters in the game. A well-prepared wu jen can solve almost any problem
with their spells.
Wushen - The wushen is an elemental priest based on the Taoist monks of Chinese legend. They are exorcists
pitting their kung-fu against hopping vampires and evil spirits), diviners and spell casters commanding elemental
forces. The greatest of the wushen strive to reach immortality and take their place among the gods. The wushen is a
fighting priest, not unlike a cleric, but they worship elemental deities and spirits, including dragons and the fey,
rather than the philosophic deities of clerics, making them more akin to druids. They use no armor, relying on their
fists, quick reflexes and wits.
Yakuza - Yakuza are organized criminals and lower-class heroes. They may be thugs and extortionists, gamblers,
smugglers, vigilantes, or rebels fighting corrupt authorities. Some adventure to gain power and a reputation, others
to advance the interests of their gang, guild, or tong. Yakuza are similar to thieves in many ways, but utilize their
organizational structure and magical tattoos to help them in their missions.
For Example: A dwarven cleric of one of their racial gods or a god of forging may advance to 20th level and above;
however, a dwarven may not even become a wizard and only reach 12th level as fighters.
Special consideration must be given to spell casters, to make it clear if you are a spell caster and you want to dual or
multi class to another spell casting class the following applies:
1. You may not dual or multi class with another spell class that casts your type of magic (Arcane, Divine
or Primal), it must be a different type of caster. So, you could have a Priest/Wizard but not a
Illusionist/Wizard.
2. You still have the same amount of spell points YOU DO NOT GET EXTRA.
3. Eladrin may Multi class into two different types of Elementalist, but never to their first elements
opposite.
4. This may only be done once, no trying to add a third type.
Table 1 Level Limits shows what level, if any, each race can advance in that class. When reading the table if a
number is listed, that is the level the race may rise to in that class. For instance, a Dwarf can only rise to 12 th level as
a fighter. If the letter is N is listed this means a character of this race may not take this class. If the letter U is listed
this means that race has unlimited advancement in that class.
Table 1 Legend
A number = the level a race may rise to
N= may not take this class
U = Unlimited Advancement
Table 2 Dual/Multi Class shows what classes may dual-class, multi-class, both or neither. To read the table go down
the left side of the page until you find one of the classes, then read across (from left to right) until you find the
second class and then go down until the meet. If the intersection of the row and column has a letter B, then those
may both multi and dual class. If it has the letter D, those classes can only dual-class. A letter M means the two class
can only multi-class and an N means they cannot dual or multi class. Some of the entries have an asterisk (*) by the
letter. An asterisk means while the class is allowed to dual or multi class there is a further requirement, such as a
cleric that wants to be a cleric/assassin must be a cleric of the god of murder. The requirements are self-evident
when looking at the classes and most classes with a * have at least one evil class as part of the dual or multi class.
Table 2 Legend
B = Both Multi and Dual class
D = Dual-Class
M = Multi-Class
N = Neither
* = while the class is allowed to dual or multi class there is a further requirement, such as a cleric that
wants to be a cleric/assassin must be a cleric of the god of murder. The requirements are self-evident when
looking at the classes and must classes with a * have at least one evil class as part of the dual or multi class.
You may come across opposing information on the chart, where under one it says they can dual or multi with your
second class but if you switch it is saying no. This means the left column of class names is considered the first class
and the top row of class is considered the second class.