Classes and Paths

Class

Class and Paths

A character’s class is their profession or focus. It defines the abilities and skills that the character specializes in. A player picks first a Class for their character, and then the Path within that Class.

Warrior Class 

Fighter: Some choose to face their problems with a sharp edge. The fighter is the guardian of the group, the one who cuts a path through the enemy. 

Berserker: The berserker is guided by intense emotions, and often does not think about who or what gets in their way.

Archeon: Archeons are the watchers of the mages. Some are witch hunters, while others serve as their bodyguards. An example of an archeon could be a knight of the church, possessed of a strong will and the power to root out evil magic and spellcasters.

Mage Class

Wylder: Self-taught and undisciplined, the wylders are the wild mages of Atheles.

Luminar: A luminar is a formally trained spellcaster. They have typically received education from one of the magical institutions in Atheles, such as the Wizard Tower, the Druid Council, or one of the many established churches. Though their base stats might be shared, their spell choices and Talents should reflect their specific path of learning.

Bard: Bards can use their creative performance to harness magical energy and bend it to their will.

Expert Class

Factor: A factor has connections. They make money, sell secrets, and give jobs to others, all the while consolidating their own power. Factors thrive in the city, but could also be a well-connected frontiersman, knowing the land and peoples of the wilds. No matter their location, the factor deals in knowledge and persuasion.

Ranger: A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a loner who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

Rogue: The rogue has mastered the art of using wit and agility to overcome adversity and obtain what they desire. They might be someone of slight build who has learned clever ways to win a fight. They might be the thief in the night, sneaking past guards to steal a bag of gold, or spending their time in shady taverns making under-the-table deals for the valuables they pilfer. The rogue uses whatever tools are at their disposal, often in cunning and novel ways. Masters of traps and stealth, silent and nimble, they are prepared for anything.

Multiclass and Paths

A character can multiclass, but may not choose another path from within the same class. So you can choose a Fighter/Wylder character (warrior class and mage class), but not a Fighter/Berserker (both warrior classes).

Base Character Progression Chart

Characters gain these bonuses each level, no matter their class. Classes grant additional abilities at certain levels.

LevelBase Attack Bonus (BAB)Level Bonus
1st+11st Legacy item, +10 Skill points, +2 Talent points
2nd+2+1 HP, +1 Skill point
3rd+3+1 Skill point, +1 Talent point
4th+42nd Legacy item, +1 Ability point, +1 Skill point
5th+5+1 Skill point
6th+6+1 Skill point, +1 Talent point
7th+7+1 Skill point, 3rd Legacy item
8th+8+1 Skill point, +1 Talent point, +1 Ability point

Warrior Class 


Path: Fighter 

Hit Die: d10

Primary Ability Modifiers: Str, Con

Life often brings a string of trouble to an adventurer, and some choose to face those troubles with a sharp edge of steel.

The fighter acts as the guardian of the group, cutting and smashing a path through the enemy.

“Without the skills or inclination for the farming life, there’s not many things that put food on the table and gold in your pocket. But if you know how to handle a sword, it can do both.” — Shovel, Sons of Silence

Swords, maces, and other steel weapons are the tools of those who make their way as a fighter. A fighter may be a mercenary in a famous sword-for-hire company like the Brotherhood of the Sword or a town guard-turned-traveler. Fighters are masters of weapons and melee combat. They can take a hit and give back twice as much.

LevelBase Attack Bonus (BAB)Class BonusLevel Bonus*
1st+1Heroic Surge, Second WindStarting HD (max), 1st Legacy item, 10 Skill points, 2 Expertise points, 2 Talent points
2nd+21 Talent point, +2 HP+1 HD, +1 HP, +1 Skill point, +1 Expertise point, Legacy item gains power
3rd+3Quick Recovery+1 HD, +1 Skill point, +1 Talent point, +1 Expertise point
4th+41 Talent point, +2 HP, Endurance +2+1 HD, 2nd Legacy item, +1 Ability point, +1 Skill point, +1 Expertise point, Legacy items gain power
5th+5Extra attack, 1 Talent point+1 HD, +1 Skill point, +1 Expertise point
6th+6Good Position, +2 HP+1 HD, +1 Skill point, +1 Talent point, +1 Expertise point, Legacy items gain power
7th+71 Talent point+1 HD, +1 Skill point, 3rd Legacy item, +1 Expertise point
8th+8Bonus attack, +4 HP+1 HD, +1 Skill point, +1 Talent point, +1 Ability point, +1 Expertise point, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Heroic Surge: Once per encounter, the fighter may take a bonus Heroic Action or Move Action.

Second Wind: Once per day, a warrior may recover hit points equal to 1d10 + their Con modifier as a Free Action. At level 4, they gain an additional 1d10.

Level 3

Quick Recovery: Heal 1d10 +Con +Level once per day as a Free Action.

Level 5

Extra attack: A fighter gets two attacks at their full bonus as one Standard Action every round.

Level 6

Good Position: As a Free Action, when a Fighter is flanked, they get a free move of up to 5 ft. This does not provoke attacks of opportunity.

Level 8

Bonus Attack: A Fighter may make an additional attack as a Free Action. This is in addition to the Extra Attack gained at level 5 and attacks gained from any other source.


Path: Berserker 

Hit Die: d10

Primary Ability Modifiers: Str, Con

“I didn’t understand what was happening to me at first. It started on the battlefield, when my nose was shattered by a club. My mind became quiet. I no longer thought. I was a creature of pure action, instinct, and ecstatic rage, blissful and whole as my axe swung and chopped though the enemy with greater force than I’d thought possible—consumed by bloodlust and drenched in my enemies’ blood.” — Kendrel, from Musings on the Berserk Mind

The Berserker channels rage like a mystic might channel the gods, and directs that rage into whatever weapon is handy.

The art of the Berserker is one that is difficult to teach, and therefore manifests in certain people at trying times, usually in the midst of a formative battle in youth, and often prompted by terrible pain.

LevelBase Attack Bonus (BAB)Class BonusLevel Bonus*
1st+1Rage, Second WindStarting HD (Max),1st Legacy item, 10 Skill points, 2 Expertise points, 2 Talent points 
2nd+21 Talent point, +2 HP+1 HD, +1 HP, +1 Skill points, +1 Expertise points, Legacy items gain power
3rd+3Fast Movement+1 HD, +1 Skill point, 1 Talent point, +1 Expertise point
4th+41 Talent point, +2 HP, Endurance +2+1 HD, 2nd Legacy item, +1 Ability point, +1 Skill point, +1 Expertise point, Legacy items gain power
5th+5Extra Attack,1 Talent point+1 HD, +1 Skill point, +1 Expertise point
6th+6Rage Mind, +2 HP+1 HD, +1 Skill point, 1 Talent point, +1 Expertise point, Legacy items gain power
7th+71 Talent point+1 HD, +1 Skill point, 3rd Legacy item, +1 Expertise point
8th+8Focused Rage, +4 HP+1 HD, +1 Skill point, 1 Talent point, +1 Ability point, +1 Expertise point, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Rage: As a Free Action, a Berserker rages and gains +2 DMG to Str Attacks, DR 1. Lasts 1 minute, as long as attacking a hostile target or moving to attack. Multiclass characters cannot cast spells or maintain spell concentration during this period. Once per encounter.

Second Wind: Once per day, a Berserker may recover hit points equal to 1d10 + their Con modifier as a Free Action. At level 4, they gain an additional 1d10.

Level 3

Fast Movement: A berserker adds 10’ to their base movement speed. They can not gain this bonus if wearing heavy armor.

Level 5

Extra Attack: You gain an additional attack each round.

Level 6

Rage Mind: While Raging, gain immunity to Charm and Fear effects.

Level 8

Focused Rage: The berserker’s Rage now gains +4 DMG, DR 3. Lasts 1 minute, as long as attacking a hostile target or moving to attack. Cannot cast spells or maintain spell concentration. Once per encounter. 


Path: Archeon

Hit Die: d10

Primary Ability Modifiers: Str, Wis

Archeons are born with an innate resistance to magic.

There are many paths available for those who can resist the powers of the arcane. The Otari of Eredar have the Watchers, a sect of archeons who protect them and fight against ruinous magic. Witch hunters search the lands for users of magic, and their motives are as varied as their backgrounds. The Protectorate, who split from the Watchers hundreds of years ago, formed a knighthood that protects the people as well as defending against violent magics.

“I was fifteen when the world changed. I learned at that young age that I was different. It was then that I stopped my first witch. He had drained his friends and family of their life force and turned that magic on others. And I just stopped it. After that, I found my way to Eredar, and they made me the hunter I am today.” —Aldulf Toorchek, Archeon and Witch Hunter

LevelBase Attack Bonus (BAB)Class BonusLevel Bonus*
1st+1Magic Sense, Mage Bane, Second WindStarting HD (Max), 1st Legacy item, 10 Skill points, 2 Expertise points, 2 Talent points 
2nd+21 Talent point, +2 HP+1 HD, +1 HP, +1 Skill points, +1 Expertise points, Legacy items gain power
3rd+3Resist Magic+1 HD, +1 Skill point, +1 Talent point, +1 Expertise point
4th+41 Talent point, +2 HP, Endurance +2+1 HD, 2nd Legacy item, +1 Ability point, +1 Skill point, +1 Expertise point, Legacy items gain power
5th+5Extra Attack, +1 Talent point+1 HD, +1 Skill point, +1 Expertise point
6th+6Spell Shield, +2 HP+1 HD, +1 Skill point, 1 Talent point, +1 Expertise point, Legacy items gain power
7th+7+1 Talent point+1 HD, +1 Skill point, 3rd Legacy item, +1 Expertise point
8th+8Disruption, +4 HP+1 HD, +1 Skill point, +1 Talent point, +1 Ability point, +1 Expertise point, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.
**All warrior classes get a total of +3 HP at level 2.

Level 1

Magic Sense: When an archeon spends time around a place, person, or creature, they can detect if magic has been used, and if it was ravaging magic. They must spend 30 minutes in the area or with a person to detect this automatically. An archeon can spend a Standard Action to determine if anyone within 30 ft. is a magic user with a DC 20 Awareness check. If an archeon witnesses the use of magic, they can tell if it’s ravaging magic with a DC 12 Awareness check. If an archeon spends an hour with a person and succeeds at a DC 16 Awareness check, they can tell if that person has used ravaging magic (if the character has any ravage points, the archeon can tell).

Magebane: Once per round, an archeon may roll two d20s during an attack and choose the highest roll against any creature or person using magic spells. They can also use Magebane during Heroic Actions against spellcasters.

Second Wind: Once per day, a warrior may recover hit points equal to 1d10 + their Con modifier as a Free Action. At level 4, they gain an additional 1d10.

Level 3

Resist Magic: An archeon gets to roll 2d20 and choose the highest roll on Will or Fortitude Saves to escape or resist a persistent magical effect.

Level 5

Extra Attack: An archeon gains an additional attack each round.

Level 6

Spell Shield: Once per encounter, as a Move Action, an Archeon may create a shield that blocks magical energy. The shield is directional and protects those behind the Archeon up to 10 ft. This negates any magical spell damage, including Area of Effect. This does not stop the spell; targets outside the Archeon’s Shield will take damage as normal. An Archeon can maintain a shield for 4 rounds.

Level 8

Disruption: Once per encounter, as a Move Action, an Archeon can disrupt a Mage’s ability to cast magic or cancel a spell already in effect. The target must be within 40’.

Each round, a Mage must make a Heroic Action (mage’s Spellcraft Skill vs the archeon’s Survival Skill) in order to cast spells or spend mana. An Archeon can maintain Disruption on a mage by spending a Free Action each round. 

Spells are automatically canceled for as long as the archeon maintains concentration. The cost of concentration varies per spell. 3 mana or lower (Free Action), 5 mana (Move Action), 7 mana (Standard Action). When an Archeon stops concentrating or is knocked unconscious, the mage’s spell becomes active again, unless the spell’s duration is complete.


Expert Class


Path: Factor

Hit Die: d8

Primary Ability Modifiers: Int, Cha

The world is a machine of moving parts and a factor is one who knows the cogs that make it work. They could be a master tradesman, a spy who brokers information, or a sly diplomat who makes deals for the powerful. They are very skilled, but they focus on gaining influence and knowledge of the world around the and using it to their advantage.

“I make things happen. And I make good coin doing it.” Azera, Worldquest Aquisitions

LevelBase Attack Bonus (BAB)Class BonusLevel Bonus*
1st+1Contacts, Expert’s Stamina, Sneak Attack (+1d6)Starting HD (Max), 1st Legacy item, 10 Skill points, 2 Expertise points, 2 Talent points 
2nd+2+1 Skill, Barter, Evasion, Loyalty+1 HD, +1 HP, +1 Skill points, +1 Expertise points, Legacy items gain power
3rd+3+1 Skill, Blend In, Examiner, Sneak Attack (+2d6)+1 HD, +1 Skill point, +1 Talent point, +1 Expertise point
4th+4+1 Skill, 1 Talent point, Acrobatics +2+1 HD, 2nd Legacy item, +1 Ability point, +1 Skill point, +1 Expertise point, Legacy items gain power
5th+5+1 Skill, Advanced Skills, Improved Barter, Improved Evasion, Sneak Attack (+3d6)+1 HD, +1 Skill point, +1 Expertise point
6th+6+1 Skill, Masterful Contacts, Masterful Intuition+1 HD, +1 Skill point, 1 Talent point, +1 Expertise point, Legacy items gain power
7th+7+1 Skill, Extra Attack, Sneak Attack (+4d6)+1 HD, +1 Skill point, 3rd Legacy item, +1 Expertise point
8th+8+1 Skill, Broker, Expert Mobility+1 HD, +1 Skill point, +1 Talent point, +1 Ability point, +1 Expertise point, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Contacts: A factor knows people. The factor gains +1 to Awareness and Persuasion skill checks with people they know. They gain a +1 to finding or identifying a person of interest or knowing a place to get rare goods. 

Expert’s Stamina: Once per day, recover hit points equal to 1d8 + your Con modifier as a Free Action. At level 4, gain an additional 1d8.

Sneak Attack: Once per round on a successful hit, deal extra damage to a target who is flanked, has lost Dex bonus to AC, or is unaware of your presence. The weapon used must be a light or medium melee weapon or a ranged weapon.

Level 2

Barter: A factor can automatically negotiate a 10% decrease or increase in the cost of retail goods bought or sold.

Evasion: Upon a successful Reflex save against an attack that deals half damage, you evade the attack and take no damage.

Loyalty: Once per round, as a free action, a factor can give an ally who is guarding them in combat a +1 bonus to an attack roll.

Level 3

Blend In: A factor is good at blending into their environments. They and their companions gain a +3 to skill checks for disguise in any environment.

Examiner: A factor can identify one item per day as per the Identify spell.

Level 5

Advanced Skills: Select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Barter: A factor can automatically negotiate a 20% decrease or increase in the cost of retail goods bought or sold.

Improved Evasion: Upon failing a save, take only ½ damage.

Level 6

Masterful Contacts: The factor gains +3 to Awareness and Persuasion skill checks with people they know. They gain a +3 to finding or identifying a person of interest, or knowing a place to get rare goods. 

Masterful Intuition: A factor is a master at reading others. They gain +5 expertise bonus to all Awareness skill checks involving diplomacy.

Level 7

Extra Attack: Gain an additional attack each round.

Level 8

Broker: A factor gains +4 to finding the sources of any rare or wondrous goods. They also automatically negotiate a 30% decrease or increase in the cost of retail goods bought or sold.

Expert Mobility: You never provoke an Attack of Opportunity for moving.


Path: Ranger 

Hit Die: d8

Primary Ability Modifiers: Dex, Wis

A ranger might be a scout for a city guard, keeping the outer lands protected for their people. Or they might be a lone hunter who finds peace in the seclusion of the rugged, wild lands. No matter their story, a ranger has certain skills specific to someone who spends much of their time in the wilderness.

LevelBase Attack Bonus (BAB)Class BonusLevel Bonus*
1st+1Sneak Attack (+1d6), Expert Tracker, Expert’s Stamina, TrackStarting HD (Max), 1st Legacy item, 10 Skill points, 2 Expertise points, 2 Talent points 
2nd+2+1 Skill, Evasion, Artful Dodger+1 HD, +1 HP, +1 Skill points, +1 Expertise points, Legacy items gain power
3rd+3Sneak Attack (+2d6), +1 Skill, Favored Enemy, Favored Terrain+1 HD, +1 Skill point, +1 Talent point, +1 Expertise point
4th+4+1 Skill, 1 Talent point, +2 Acrobatics+1 HD, 2nd Legacy item, +1 Ability point, +1 Skill point, +1 Expertise point, Legacy items gain power
5th+5Advanced Skills, Sneak Attack (+3d6), +1 Skill, Improved Evasion+1 HD, +1 Skill point, +1 Expertise point
6th+6+1 Skill, 2nd Favored Enemy, 2nd Favored Terrain+1 HD, +1 Skill point, 1 Talent point, +1 Expertise point, Legacy items gain power
7th+7Extra Attack, +1 Skill, Sneak Attack (+4d6)+1 HD, +1 Skill point, 3rd Legacy item, +1 Expertise point
8th+8+1 Skill , Crippling Strike, Woodland Stride, Swift Tracker+1 HD, +1 Skill point, +1 Talent point, +1 Ability point, +1 Expertise point, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Sneak Attack: Once per round, on a successful hit, you can deal 1d6 extra damage to a target who is flanked, has lost their Dex bonus to AC, or is unaware of the ranger’s presence. The weapon used must be a light or medium melee weapon or a ranged weapon.

Expert Tracker: Roll 2d20 and use the higher number when using Awareness or Survival to hunt a target.

Expert’s Stamina: Once per day, recover hit points equal to 1d8 + your Con modifier as a Free Action. At level 4, gain an additional 1d8.

Track: Find tracks or follow tracks for 1 mile with a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.

While tracking, a ranger moves at half their normal speed. They may move at normal speed with a -5 penalty on the Survival check. They may move at twice their normal speed with a -20 penalty on the Survival check. The DC depends on the surface and the prevailing conditions, as given on Table: Track DC.

Track DC

SurfaceSurvival DC
Very soft ground5
Soft ground10
Firm ground15
Hard ground20

Very Soft Ground
Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.

Soft Ground
Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow.

Firm Ground
This includes outdoor surfaces in normal weather (grass, fields, woods, etc) or exceptionally soft or dirty indoor surfaces (thick rugs and very dusty floors). The creature might leave some traces, like broken branches or tufts of hair, but only occasional or partial footprints.

Hard Ground
Any surface that doesn’t hold footprints at all, such as bare rock or a clean indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (occasional scuff marks or displaced pebbles).

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

Level 2

Artful Dodger: Once per round, use a Free Action as a Move Action. Useful to get into position or hide!

Evasion: On a successful Reflex save against an attack that deals half damage, you take no damage.

Level 3

Favored Enemy: When fighting a Favored Enemy, add your Sneak Attack bonus every time you hit. There is no limit per round. A ranger can make an Awareness or Knowledge check to identify these creatures, DC 10 + target’s CR. Refer to Table: Ranger Favored Enemies.

Ranger Favored Enemies:

TypeType
AnimalGoblin
ConstructTeran 
DraconianPlant
ElementalNavirite
FeyUndead
DworvVermin
Elf
Giant

Favored Terrain: In favored terrain, a ranger leaves no tracks, ignores difficult ground, and gains +2 to Initiative. Refer to Table: Favored Terrains.

Favored Terrains 

Cold (ice, glaciers, snow, and tundra)
Desert (sand and wastelands)
Forest (coniferous and deciduous)
Jungle
Mountain (including hills)
Plains
Swamp
Underground (caves and dungeons)
Urban (buildings, streets, and sewers)
Water (above and below the surface)

Level 5

Advanced Skills: Select two Skills that can advance beyond Rank 5 up to Rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: If you fail a save, take only ½ damage.

Level 7

Extra Attack: Gain an additional attack each round.

Level 8

Crippling Strike: Upon doing Sneak Attack damage, the target must make a DC 16 Acrobatics Save. If the Save is successful, the target moves at ½ speed for 1 round. If the Save fails, the target is momentarily incapacitated and gets no Move Actions for 1 round.

Swift Tracker: Continue to Track as a Free Action each round at maximum speed.

Woodland Stride: You do not suffer impairment, penalties, or damage from difficult terrain, magical or otherwise.


Path: Rogue

Hit Die: d8

Primary Ability Modifiers: Dex, Cha

The rogue has mastered the art of using wit and agility to overcome adversity in order to obtain what is needed or desired. They might be someone of slight build who has learned clever ways to come out on top in a fight. They might be the thief in the night sneaking past guards to steal a bag of gold, or spending their time in shady taverns making under-the-table deals to pawn the valuables they pilfer. The rogue uses whatever tools are at their disposal, often in cunning and novel ways. A master of traps and stealth, silent and nimble, they are prepared for anything.

“The world isn’t fair. But it is easy enough to tip the scales when no one’s looking.” – Krimson 

LevelBase Attack Bonus (BAB)Class BonusLevel Bonus*
1st+1Expert’s Stamina, Sneak Attack (+1d6), TrapfindingStarting HD (Max), 1st Legacy item, 10 Skill points, 2 Expertise points, 2 Talent points 
2nd+2+1 Skill, Evasion, Artful Dodger+1 HD, +1 HP, +1 Skill points, +1 Expertise points, Legacy items gain power
3rd+3+1 Skill, Incredible Dodge, Sneak Attack (+2d6)+1 HD, +1 Skill point, +1 Talent point, +1 Expertise point
4th+4+1 Skill, 1 Talent point, Acrobatics +2+1 HD, 2nd Legacy item, +1 Ability point, +1 Skill point, +1 Expertise point, Legacy items gain power
5th+5+1 Skill, Advanced Skills, Sneak Attack (+3d6), Improved Evasion+1 HD, +1 Skill point, +1 Expertise point
6th+6+1 Skill, Gut Feeling, Trap Mastery+1 HD, +1 Skill point, 1 Talent point, +1 Expertise point, Legacy items gain power
7th+7+1 Skill, Extra Attack, Sneak Attack (+4d6)+1 HD, +1 Skill point, 3rd Legacy item, +1 Expertise point
8th+8+1 Skill, Crippling Strike, Expert Mobility+1 HD, +1 Skill point, +1 Talent point, +1 Ability point, +1 Expertise point, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Expert’s Stamina: Once per day, recover hit points equal to 1d8 + your Con modifier as a Free Action. At level 4, gain an additional 1d8.

Sneak Attack: Once per round on a successful hit, deal extra damage to a target who is flanked, has lost Dex bonus to AC, or is unaware of your presence. The weapon used must be a light or medium melee weapon or a ranged weapon.

Trapfinding: Search and disarm traps with difficulty greater than DC 20. Use either Awareness or Thievery skill for detecting traps. Only Thievery may be used to disarm a trap.

Level 2

Artful Dodger: Once per round, use a Free Action as a Move Action. Useful to get into position or hide!

Evasion: Upon a successful Reflex save against an attack that deals half damage, you evade the attack and take no damage.

Level 3

Incredible Dodge: Never lose your Dex bonus to AC. You suffer no penalties for being flat-footed or flanked.

Level 5

Advanced Skills: Select two Skills that can advance beyond rank 5 up to rank 9. Both of those Skills gain 1 additional rank.

Improved Evasion: Upon failing a save, take only ½ damage.

Level 6

Gut Feeling: You sense the presence of any traps when entering an area. An Awareness or Thievery check is still required to find the trap, but you will know something dangerous is nearby.

Trap Mastery: Once per round as a Free Action, you may search for traps, disarm traps, or open a lock.

Level 7

Extra Attack: Gain an additional attack each round.

Level 8

Crippling Strike: Upon doing Sneak Attack damage, the target must make a DC 16 Acrobatics Save. If the Save is successful, the target moves at ½ speed for 1 round. If the Save fails, the target is momentarily incapacitated and gets no Move Actions for 1 round.

Expert Mobility: You never provoke an Attack of Opportunity for moving.


Mage Classes

Mages are wielders of magic and unknown forces. They pull this energy from the lands around them, themselves, or a plane called the Navirim. While magic has only returned to Atheles within the last thirty years, there are organizations dedicated to mastery of the arts that date back centuries.


Path: Wylder 

Hit Die: d6

Primary Ability Modifier: Int

Untrained and undisciplined, the wylders are the wild mages of Atheles. 

“Who needs books and scrolls? My magic burns within. I am the magic.”—Nilian of the Resistance.

Wylders keep their short list of spells in their memory. Since wylders did not spend long months in a dusky library learning their magic, they are often more athletic. With the ability to charge their melee weapons with wild magic, they can be a lethal force in battle.

Mana Pool Table 1: Base Mana per Day

Caster LevelMana per Day
1st2
2nd4
3rd7
4th11
5th16
6th24
7th33
8th44

Mana Pool Table 2: Mana Bonus (Based on Int Score vs. Spellcaster Level)

Level of Spellcaster
Int Score1-23-45-67-8
+11111
+21444
+31499
+414916
+5251017
+6281320

For more on Mana and Magic, please see the chapter on Magic.

LevelBase Attack Bonus (BAB)Class BonusSpell MemoryWylder Base ManaLevel Bonus*
1st+1Elemental Type, Elemental Focus, Mage’s Meditation, Spell Memory, Spell Sight, Starting Spells, Wild Magic62Starting HD (Max),1st Legacy item, 10 Talent points, +2 Expertise, 2 Talent points 
2nd+2+1 to Touch AC vs Spells, Mage Lore74+1 HD, +1 HP, +1 Skill, +1 Expertise, Legacy items gain power
3rd+31 Talent point87+1 HD, +1 Skill, 1 Talent, +1 Expertise
4th+4+1 to Touch AC vs Spells, Survival +2, Discordian Shield911+1 HD, 2nd Legacy item, +1 Ability, +1 Skill, +1 Expertise, Legacy items gain power
5th+51 Talent point1216+1 HD, +1 Skill, +1 Expertise
6th+6+1 to Touch AC vs Spells, Chaos Wave1424+1 HD, +1 Skill, 1 Talent point, +1 Expertise, Legacy items gain power
7th+71 Talent point1733+1 HD, +1 Skill, 3rd Legacy item, +1 Expertise
8th+8+1 to Touch AC vs Spells, Focused Wild Magic, Magical Attack1944+1 HD, +1 Skill, 1 Talent point, +1 Ability, +1 Expertise, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Elemental Type: Infuse your elemental spells with your choice of foci: fire, water, earth, air, ice, or electricity. Choose one elemental type at level 1 and another at level 3. You may only have 2 Max elemental foci, and once chosen, they may not be changed.

Elemental Focus: You need a focus for elemental spellcasting. Elemental Focus is the magical ability that targets an object to become a bonded focus between you and the element. It takes a Free Action to cast and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

You pull energy from yourself to create a focus for elemental magic. While natural elements may be available, elemental focuses allow you to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment, but instead describe how it feels to create them. You can only have 1 focus active per 2 spellcaster levels.

Fire

Focus: a burnable item or a piece of metal

Transfer heat into your focus item. Flammable items burst in flame. Metal becomes hot for the duration of the spell. Duration: 1 hour per spellcaster level. Your body cools by a few degrees for 10 minutes as you transfer heat into the focus item.

Water

Focus: a jar or small container

Fill a vessel with spit, sweat, or blood to create a focus, causing you to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Ice

Focus: metal bar

Your body warms as you transfer heat from the focus item, rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: a jar or container

Exhale air into a vessel as a focus. This causes you to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: a copper wire bound upon itself creating a twisted loop

Imbue the wire with electricity from your body, causing your heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: a jar or container filled with soil or a rock, stone, or gem

Imbue the earth with part of yourself, which may be saliva, breath, blood, or spirit. You feel numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Spell Memory: Wylders do not require a spellbook. You may remember a limited number of spells at a time. This is based on class, level, and ability modifier. You may memorize a number of spells equal to your Spell Memory Allotment for a given spell level plus your INT modifier.

Spell Memory Allotment

Spellcaster LevelAllowed Spells in Memory 
16
27
38
49
512
614
717
819

Spell Sight: Memorize a spell by watching another mage cast it. This ability is detailed further in the chapter on Magic.

Starting Spells: Learn starting spells according to the Starting Spell Chart.

Mage’s Meditation: Once per day, recover hit points equal to 1d6 + your Con modifier as a Free Action. At level 4, gain an additional 1d6.

Wild Magic: A burst of energy explodes from your hands toward your target. On a successful magic attack, you inflict 1d4+1 points of damage, gaining 1d4 in power every 2 levels (+1d4 at level 2, 4, 6, and 8). It is a force effect. Range 60’. 

Alternatively, you may charge your weapon with this ability as a Free Action. Upon a successful hit, add Wild Magic damage to your melee weapon damage.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check regarding magical history, lore, or effects.

Level 4

Discordian Shield: A swirling vortex of chaos energy grants a +2 shield bonus to your AC and DR 1. This can be cast as a Standard or Move Action and lasts as long as you wish.

Level 6

Chaos Wave: As a free action, a wave of chaotic energy bursts from your body in all directions, doing 4d6+3 damage to all in a 10’ radius. You may do this 2 times per day.

Level 8

Focused Wild Magic: At level 8, you have learned to control the wild magics that flow through you. Your Wild Magic ability allows you to cast a burst of wild force doing 4d4+4 points of damage. Now that you can focus this energy, you can change the energy type to any Elemental Focus you have. Range 120’.

Alternatively, you may charge your weapon with this ability as a Free Action. Upon a successful hit, this adds the Wild Magic damage to your melee weapon damage.

Magical Attack: When casting a spell that costs mana, you may, as a Free Action, make one melee attack with a weapon.


Path: Luminar 

Hit Die: d6

Primary Ability Modifier: Int

A luminar is a formally trained spellcaster. They have typically received their education from one of the magical institutions in Atheles, like the Wizard Tower, the Druid Council, or one of the many established churches. Though their base stats might be shared, their spell choices and Talents should reflect their specific path of learning.

Starting Spells known at level 1
Spells6+1/2 Int

Mana Pool Table 1: Base Mana per Day

Caster LevelMana per Day
1st2
2nd4
3rd7
4th11
5th16
6th24
7th33
8th44

Mana Pool Table 2: Mana Bonus (Based on Int Score vs. Spellcaster Level)

Level of Spellcaster
Int Score1-23-45-67-8
+11111
+21444
+31499
+414916
+5251017
+6281320

For more on Mana and Magic, please see the chapter on Magic.

LevelBase Attack Bonus (BAB)Class BonusLuminar Base ManaLevel Bonus*
1st+1Elemental Type, Elemental Focus, Energy Burst, Mage’s Meditation, Spell Book, Starting Spells, Spell Sight2Starting HD (Max),1st Legacy item, 10 Talent points, +2 Expertise, 2 Talent points 
2nd+2+1 to Touch AC vs Spells, Mage Lore4+1 HD, +1 HP, +1 Skill, +1 Expertise, Legacy items gain power
3rd+31 Talent point7+1 HD, +1 Skill, 1 Talent, +1 Expertise
4th+4+1 to Touch AC vs Spells,Survival +2, Energy Blast11+1 HD, 2nd Legacy item, +1 Ability, +1 Skill, +1 Expertise, Legacy items gain power
5th+51 Talent point16+1 HD, +1 Skill, +1 Expertise
6th+6+1 to Touch AC vs Spells, Energy Wall24+1 HD, +1 Skill, 1 Talent point, +1 Expertise, Legacy items gain power
7th+71 Talent point33+1 HD, +1 Skill, 3rd Legacy item, +1 Expertise
8th+8+1 to Touch AC vs Spells, Call of the Elements44+1 HD, +1 Skill, 1 Talent point, +1 Ability, +1 Expertise, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Elemental Type: Infuse your elemental spells with your choice of foci: fire, water, earth, air, ice, or electricity. Choose 2 elemental types at level one and another at 2nd, 4th, 6th, and 8th levels.

Elemental Focus: You need a focus for elemental spellcasting. Elemental Focus is the magical ability that targets an object to become a bonded focus between you and the element. It takes a Free Action to cast and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

You pull energy from yourself to create a focus for elemental magic. While natural elements may be available, elemental focuses allow you to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment, but instead describe how it feels to create them. You can only have 1 focus active per 2 spellcaster levels.

Fire

Focus: a burnable item or a piece of metal

Transfer heat into your focus item. Flammable items burst in flame. Metal becomes hot for the duration of the spell. Duration: 1 hour per spellcaster level. Your body cools by a few degrees for 10 minutes as you transfer heat into the focus item.

Water

Focus: a jar or small container

Fill a vessel with spit, sweat, or blood to create a focus, causing you to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Ice

Focus: metal bar

Your body warms as you transfer heat from the focus item, rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: a jar or container

Exhale air into a vessel as a focus. This causes you to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: a copper wire bound upon itself creating a twisted loop

Imbue the wire with electricity from your body, causing your heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: a jar or container filled with soil or a rock, stone, or gem

Imbue the earth with part of yourself, which may be saliva, breath, blood, or spirit. You feel numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Energy Burst: Fire a small orb of energy (caster’s active Elemental Focus: fire, water, earth, air, ice, or electricity) at the target. You must succeed on a Magic Attack to hit the target. The orb deals 1d4 +1 points of Elemental Focus damage. Add 1d4 +1 damage every 2 levels (+1d4+1 at level 2, 4, 6, and 8). Range 40 ft.

Mage’s Meditation: Once per day, recover HP equal to 1d6 + Con modifier as a Free Action. At level 4, gain an additional 1d6 HP.

Spell Book: Use a Spell Book to keep track of your spells. This does not have to be an actual book—it could be a staff inscribed with runes, detailed tattoos, pieces of leather inscribed with small text, or anything else that makes sense to you.

Spell Sight: Memorize a spell by watching another mage cast it. This ability is detailed further in the chapter on Magic.

Starting Spells: Get starting spells according to the Starting Spell Chart.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check regarding magical history, lore, or effects.

Level 4

Energy Blast: Up to 3 times per day, cast a small orb that explodes with your active Elemental Focus (fire, water, earth, air, ice, electricity), doing 4d4 damage to all within a 15’ radius. Or you may choose for the Energy Blast to heal 4d4 HP to all within a 15’ radius. 40’ range.

Level 6

Energy Wall: Once per day, summon a 15’x 15’ x 2’ wall of energy that does 6d4 damage of your active Elemental Focus damage (fire, water, earth, air, ice, electricity) to any who cross through it. The effect lasts 2d4 rounds. 60’ range.

Level 8

Call of the Elements: Once per day, summon a raging storm of your active Elemental Focus (fire, water, ice, air, electricity, earth), doing 8d6+8 damage to all creatures within a 40’ radius. DC 18. Reflex save for half damage. You may also choose to stun all creatures within a 40’ radius. A DC 18 Will save negates the stun. 80’ range.


Path: Bard

Hit Die: d6

Primary Ability Modifiers: Int, Cha

For some individuals with talent and practice, music and song become powerfully magical. These spellsingers can affect minds, summon “spirits,” and in special places, even pierce the veil between Atheles and the Navirim. Their songs can put both the performer and an audience into a magical state of mind. 

Bards do not have to carry around spellbooks or memorize spells like luminar mages do. In Atheles, it is said the world was sung into existence: music is Creation, and Creation is music. A bard simply taps into this process of creation on a smaller scale.

Bards are particularly potent at hypnotic magic that affects the perceptions of others. Skilled bards spend a lifetime studying their audience and intuitively learning the various psychologies of people. Most bards begin as minstrels, finding it easiest to tap into their magic while playing an instrument and singing. As their power grows, some have been known to cast magic over a crowd with just a story, a whistled tune, a dance, or even by performing a role. It is said that in times of old, with years of experience and practice, great bards could even put themselves into a magical, creative, state of mind without actually performing out loud.

Spells known at level 1
Spells2
Bard LevelMana per Day
1st0
2nd0
3rd1
4th2
5th6
6th9
7th11
8th14

Mana Pool Table 2: Mana Bonus (Based on Int vs. Spellcaster Level)

Level of Spellcaster
Int Score1-23-45-67-8
+11111
+21444
+31499
+414916
+5251017
+6281320

For more on Mana and Magic, please see the chapter on Magic.

LevelBase Attack Bonus (BAB)Class BonusSpell MemoryBard Base ManaLevel Bonus*
1st+1Bardic Knowledge, Elemental Type, Elemental Focus, Energy Burst, , Mage’s Meditation, Perform Talent, Spell Memory, Spell Sight, Starting Spells40Starting HD (Max),1st Legacy item, 10 Talent points, +2 Expertise, 2 Talent points 
2nd+2+1 to Touch AC vs Spells, Mage Lore60+1 HD, +1 HP, +1 Skill, +1 Expertise, Legacy items gain power
3rd+31 Talent point81+1 HD, +1 Skill, 1 Talent, +1 Expertise
4th+4+1 to Touch AC vs Spells, Survival +2, Soothing Song102+1 HD, 2nd Legacy item, +1 Ability, +1 Skill, +1 Expertise, Legacy items gain power
5th+51 Talent point126+1 HD, +1 Skill, +1 Expertise
6th+6+1 to Touch AC vs Spells, Hymn of Horror139+1 HD, +1 Skill, 1 Talent point, +1 Expertise, Legacy items gain power
7th+71 Talent point1611+1 HD, +1 Skill, 3rd Legacy item, +1 Expertise
8th+8+1 to Touch AC vs Spells, Inspire Greatness1714+1 HD, +1 Skill, 1 Talent point, +1 Ability, +1 Expertise, Legacy items gain power

*Level dependent, not class dependent. These skills are completely independent of Class Bonus.

Level 1

Bardic Knowledge: Add your bard class level to all Knowledge checks.

Elemental Type: Infuse your elemental spells with your choice of foci: fire, water, ice, air, electricity, or earth.

Elemental Focus: You need a focus for elemental spellcasting. Elemental Focus is the magical ability that targets an object to become a bonded focus between you and the element. It takes a Free Action to cast and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

You pull energy from yourself to create a focus for elemental magic. While natural elements may be available, elemental focuses allow you to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment, but instead describe how it feels to create them. You can only have 1 focus active per 2 spellcaster levels.

Fire

Focus: a burnable item or a piece of metal

Transfer heat into your focus item. Flammable items burst in flame. Metal becomes hot for the duration of the spell. Duration: 1 hour per spellcaster level. Your body cools by a few degrees for 10 minutes as you transfer heat into the focus item.

Water

Focus: a jar or small container

Fill a vessel with spit, sweat, or blood to create a focus, causing you to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Ice

Focus: metal bar

Your body warms as you transfer heat from the focus item, rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: a jar or container

Exhale air into a vessel as a focus. This causes you to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: a copper wire bound upon itself creating a twisted loop

Imbue the wire with electricity from your body, causing your heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: a jar or container filled with soil or a rock, stone, or gem

Imbue the earth with part of yourself, which may be saliva, breath, blood, or spirit. You feel numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Energy Burst: Fire a small orb of energy (caster’s active Elemental Focus: fire, water, earth, air, ice, or electricity) at the target. You must succeed on a Magic Attack to hit the target. The orb deals 1d4 +1 points of Elemental Focus damage. Add 1d4 +1 damage every 2 levels (+1d4+1 at level 2, 4, 6, and 8). Range 40 ft.

Mage’s Meditation: Once per day, recover HP equal to 1d6 + Con modifier as a Free Action. At level 4, gain an additional 1d6 HP.

Perform: You’re skilled in poetry and song, history and verse, and can play at least one musical instrument. Use the Persuasion skill to distract, encourage, or enchant others. Each round, you may use a Heroic Action (if target resists bard’s Persuasion vs target’s Awareness) to grant a +2 or -2 to one d20 roll of an affected creature.

Spell Memory: You are limited to a maximum number of spells you can know at a given time. This is based on class, level, and ability modifier. You may commit to memory a number of spells equal to your Spell Memory Allotment for a given spell level plus your INT modifier. 

Spell Sight: Memorize a spell by watching another mage cast it. This ability is detailed further in the chapter on Magic.

Starting Spells: Get starting spells according to the Starting Spell Chart.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check regarding magical history, lore, or effects.

Level 4

Soothing Song: Heal all within earshot for 1d8+4 HP by performing, uninterrupted, for one hour. If interrupted, the spellsong fails, but you may continue to attempt the spellsong until successful.

Level 6

Hymn of Horror: Use your performance to foster a sense of growing dread in your enemies, causing them to become Shaken. To be affected, an enemy must be able to see and hear your performance. The effect persists until the enemy is out of range or is unable to see or hear the performance. This performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Hymn of Horror is a mind-affecting fear effect, and it relies on audible and visual components. Range: 30 ft.

Level 8

Inspire Greatness: A single target (self or other) gains 2d20 on Attack Rolls and +1d8 Damage on a successful hit. This requires a Move Action to start and a Free Action each round to maintain. Lasts 5 rounds after you stop singing. Range: 30 ft.