Core Classes

PC Classes

Ardent
Barbarian
Bard
»Cleric«
Conjoiner    Class Table | Class Features | Starting Package
»Dragon«
Druid
»Elementalist«    Class Table | Class Features | Starting Package
Fighter
»Mage-Priest«    Class Table | Class Features | Starting Package
Monk
»Naturalist«    Class Table | Class Features | Starting Package
»Psion«
Psychic Warrior
»Ranger«
Rogue
Sorceror
Soulknife
Wilder
»Wizard«

NPC Classes

Adept
Aristocrat
Commoner
Engineer
Expert
Mage
Psychic
Warrior

New classes are listed in blue text.
Classes marked with » « have specialties within them, which a character must choose between.



Prestige Classes

 

Aberrant Champion
Gamma Knight
Guardian of the Dragon Vale
Hive Guardian
Silicon Dragon
Timewalker

Magical Prestige Classes

Fist of Freedom (Contributed by Johnny Britzke)
Hospitaler of the Sunburst Order
Ice Para-Elementalist/Frostbringer
Magma Para-Elementalist/Lavaslinger
Master of the Glow
Sludge Para-Elementalist/Mudmaster
Smoke Para-Elementalist/Cinderpuffer
Task Mage
Technomancer

Psionic Prestige Classes

Crystal Symbiote (Contributed by Leo Wang)
Dreamer
Master of the Glow
Mindsmith
Mindspanner
Ninja of the Claw
Ninja of the Nine Shadows (Contributed by Johnny Britzke)
Photokineticist

Taeran Holy Exemplar Prestige Classes

Exemplars of Good-Faction Deities

Avenger
Exalted Jester
Freedom Knight
Holy Cropmaster
Holy Ranger
Master of Inner Light
Paladin
Paramour
Psi-Priest (Good)
Shadowcat Reveller
Sunchild
Swamp Stalker
Windrider
Womb Guardian

Exemplars of Neutral-Faction Deities

Discordian
Enforcer
Forgemaster
Gambler
Holy Bard
Holy Guardian
Holy Sage
Mariner
Psi-Priest (Neutral)
Shifter
Shrouder
Vigilante
Warrior of Fate
Wayfaring Wanderer

Exemplars of Evil-Faction Deities

Antibard
Antipaladin
Blasphemer
Deathstroke
Despoiler
Ice Knight
Knight of Purity
Oozemaster
Psi-Priest (Evil)
Seductress
Serpent Soldier
Sharkmaster
Storm Knight
Terrorist
Trapmaster

Epic Prestige Classes

Chronomancer
Elder Dragon Councillor
Immortal Councillor
Legion
Master of Inner Light
Priory Initiate
Reality Programmer
Ultramage
Ultra-Psion
Warrior of Fate




New NPC Core Class Descriptions

The classes detailed below (along with the five in the Dungeon Masters Guide- the Adept, Aristocrat, Commoner, Expert, and Warrior) represent characters within the world who do not regularly go on adventures, nor do they train for such. Instead, they are the background players around which the lives of adventurers revolve; the ordinary townsfolk who need saving or killing, the victims of the villians' machinations, and the bulk of a great leader's followers. NPC classes are generally not appropriate for use by players, but at the DM's option a player wishing to create a character of one of these classes (or multiclass into one) may do so. NPC classes are typically much weaker than PC classes, however, and a player character with levels in one or more NPC classes will usually cause party balance to suffer as a result unless all party members are roughly equal in the number of NPC class levels taken. Characters with levels in NPC classes have a CR one less than their level would otherwise indicate, with 1st-level NPCs having a CR of ½. NPC classes do not have Epic progressions, because NPC characters never become Epic without gaining one or more levels in PC-worthy classes; however, any characters with levels in NPC classes which do become Epic otherwise follow the standard rules for such characters.

The Engineer

Engineers are people who dedicate their lives to studying, maintaining, and when possible restoring ancient technology. They are similar to Experts, but being more studious (and thus less physically active), they gain less hit points and have a lower Base Attack Bonus. In exchange, they have a slightly larger selection of class skills (albeit a nonflexible one), and gain bonus feats related to the use and recovery of technological devices. Engineers typically make up around 1% of a town or city's population, since technology that is still working is uncommon but not by any means unheard of. Engineers have about as much potential for PC use as Experts do, but generally an actual adventurer interested in the class abilities of the Engineer would be better off taking a standard PC class and using any available bonus feats and/or skill points to simulate the desired class features.

Hit Die: d6.

Class Skills: The class skills (and associated abilities) of the Engineer class are: Appraise (INT), Concentration (CON), Craft (Technology) (INT), Disable Device (INT), Forgery (INT), Knowledge (any) (INT), Open Lock (INT or DEX), Profession (Engineer) (WIS), Speak Language (none), Use Ancient Device (WIS), Use Magic Device (CHA), and Use Psionic Device (CHA).

Skill Points at 1st Level: (6 + INT modifier) × 4.
Skill Points at each additional level: 6 + INT modifier.

The Engineer
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special
1st +0 +0 +0 +2 Bonus feat
2nd +1 +0 +0 +3  
3rd +1 +1 +1 +3  
4th +2 +1 +1 +4  
5th +2 +1 +1 +4 Bonus feat
6th +3 +2 +2 +5  
7th +3 +2 +2 +5  
8th +4 +2 +2 +6  
9th +4 +3 +3 +6  
10th +5 +3 +3 +7 Bonus feat
11th +5 +3 +3 +7  
12th +6/+1 +4 +4 +8  
13th +6/+1 +4 +4 +8  
14th +7/+2 +4 +4 +9  
15th +7/+2 +5 +5 +9 Bonus feat
16th +8/+3 +5 +5 +10  
17th +8/+3 +5 +5 +10  
18th +9/+4 +6 +6 +11  
19th +9/+4 +6 +6 +11  
20th +10/+5 +6 +6 +12 Bonus feat

Class Features:
All of the following are class features of the Engineer.
Weapon and Armor Proficiency: Engineers are proficient with simple weapons and light armor, but not with shields.
Bonus Feats: At 1st level, 5th level, and every fifth level thereafter, an Engineer gains a bonus feat from the list below. A typical Engineer takes an Exotic Weapon Proficiency for one technological weapon at 1st level, and takes Weapon Focus with it later.
    Engineer Bonus feat list: Ancient Device Proficiency, Exotic Weapon Proficiency (technological weapons only), Legacy Item, Powered Armor Proficiency, Rapid Recharge, Resist Radiation, Skill Focus, Technological Armor Proficiency, Weapon Focus (technological weapons only).
Starting Gold: Engineers start with 3d4 × 10 gp.

The Mage

Magic is a common thing on Taera, and as such it is common to see people pursue it professionally (or even just dabbling) who never become more than mediocre in ability. Many students of magic do not have the talent, drive, or intellect necessary to pursue their knowledge of spells to the highest levels. Whereas Adepts represent a primitive religious tradition of tribal societies, they do not often exist in civilized regions in significant numbers, and furthermore represent a tradition of Divine magic rather than Arcane. Therefore, the Adept class is not appropriate to represent students of magic who have neither the inner talent to become Sorcerers or Naturalists, nor the drive and ability to learn how to record magic in spellbooks as Wizards or Elementalists. For these people, typically around 5% of any given local population on Taera and 1% in Arite, the Mage class is used instead. PC Arcane spellcasters should use one of the standard Arcane spellcasting classes (that is, Bard, Elementalist, Naturalist, Sorcerer, or Wizard) instead of the Mage.

Hit Die: d4.

Class Skills: The class skills (and associated abilities) of the Mage class are: Concentration (CON), Craft (INT), Knowledge (any) (INT), Lucid Dreaming (WIS), Profession (WIS), Spellcraft (INT), and Use Magic Device (CHA).

Skill Points at 1st Level: (2 + INT modifier) × 4.
Skill Points at each additional level: 2 + INT modifier.

The Mage
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
0 1 2 3 4 5 6
1st +0 +0 +0 +2 Spell Mastery 2 - - - - - -
2nd +1 +0 +0 +3 Spell Mastery 3 1 - - - - -
3rd +1 +1 +1 +3 Summon Familiar 4 1 - - - - -
4th +2 +1 +1 +4   4 2 - - - - -
5th +2 +1 +1 +4 Spell Mastery 4 2 1 - - - -
6th +3 +2 +2 +5   4 3 1 - - - -
7th +3 +2 +2 +5   4 3 2 - - - -
8th +4 +2 +2 +6 Spell Mastery 4 3 2 1 - - -
9th +4 +3 +3 +6   4 4 2 1 - - -
10th +5 +3 +3 +7   4 4 3 2 - - -
11th +5 +3 +3 +7 Spell Mastery 4 4 3 2 1 - -
12th +6/+1 +4 +4 +8   4 4 4 2 1 - -
13th +6/+1 +4 +4 +8   4 4 4 3 2 - -
14th +7/+2 +4 +4 +9 Spell Mastery 4 4 4 3 2 1 -
15th +7/+2 +5 +5 +9   4 4 4 4 2 1 -
16th +8/+3 +5 +5 +10   4 4 4 4 3 2 -
17th +8/+3 +5 +5 +10 Spell Mastery 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11   4 4 4 4 4 2 1
19th +9/+4 +6 +6 +11   4 4 4 4 4 3 2
20th +10/+5 +6 +6 +12 Spell Mastery 4 4 4 4 4 4 3

Class Features:
All of the following are class features of the Mage.
Weapon and Armor Proficiency: Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Like Wizards, Mages are not proficient with any armor type, nor with shields, because armor interferes with their spellcasting gestures.
Spells: Mages cast Arcane spells according to the table above, being limited to a certain number per class level per day. A Mage prepares spells like a Wizard does, but does not keep spellbooks; instead, a Mage simply knows how to prepare a number of spells (see Spell Mastery, below). To learn, prepare, or cast a spell, a Mage must have an Intelligence score of at least 10 + the spell's level, and a Mage's bonus spells are based on Intelligence. The Difficulty Class for saving throws against Mage spells is 10 + the spell's level + the character's Intelligence modifier. Mages may learn spells from the Sorcerer/Wizard spell list, or any Elementalist spell list.
Spell Mastery: Mages never learn to record their spells in spellbooks, and their magical growth is stunted as a result. Even so, each Mage does know several spells, and this is because a Mage gains a Spell Mastery feat at 1st level, 2nd level, and every 3rd level thereafter (i.e. 5th, 8th, etc.). These Spell Mastery feats coincide with the acquisition of a new level of spells, at every class level except 20th. At each of these levels, the Mage character learns a number of spells equal to the character's INT bonus, minimum 1; typically these "known spell" slots are spent learning spells of the just-unlocked spell level so as to be able to properly use the spell slot(s) at that level. It is, of course, possible for Mages to gain Spell Mastery feats with their regular feat slots gained at every 3rd character level, but most Mages actually spend these feats on other pursuits such as Metamagic or Item Creation.
Summon Familiar: At 3rd level, a Mage can summon a familiar, just as Wizards and Sorcerers do.
Starting Gold: Mage characters start with 3d4 × 10 gp.

The Psychic

Psionics are a common phenomenon on Taera, and as such many who manifest psionic powers do not have the inner talent or ambition to ever become more than mediocre in ability. Many psionic manifesters do not actively pursue knowledge of their powers, or do not have the discipline or motivation to perform the rigorous training and journeys of self-discovery that are needed to unlock the greatest levels of psionic might. These people, typically around 1% of any given local population on Taera and 5% in Arite, are represented by the Psychic class. PC psionic manifesters should use one of the standard psionic classes (that is, Ardent, Psion, Psychic Warrior, or Soulknife) instead of the Psychic.

Hit Die: d4.

Class Skills: The class skills (and associated abilities) of the Psychic class are: Concentration (CON), Craft (INT), Knowledge (any) (INT), Lucid Dreaming (WIS), Profession (WIS), Psicraft (INT), and Use Psionic Device (CHA).

Skill Points at 1st Level: (2 + INT modifier) × 4.
Skill Points at each additional level: 2 + INT modifier.

The Psychic
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power
Pts./Day
Powers Known Maximum Power
Level Known
1st +0 +0 +0 +2   2 1 1st
2nd +1 +0 +0 +3   4 2 1st
3rd +1 +1 +1 +3   6 3 1st
4th +2 +1 +1 +4   8 4 1st
5th +2 +1 +1 +4   10 5 2nd
6th +3 +2 +2 +5   13 6 2nd
7th +3 +2 +2 +5   16 7 2nd
8th +4 +2 +2 +6   19 8 3rd
9th +4 +3 +3 +6   24 9 3rd
10th +5 +3 +3 +7   29 10 3rd
11th +5 +3 +3 +7   34 11 4th
12th +6/+1 +4 +4 +8   41 12 4th
13th +6/+1 +4 +4 +8   48 13 4th
14th +7/+2 +4 +4 +9   55 14 5th
15th +7/+2 +5 +5 +9   64 15 5th
16th +8/+3 +5 +5 +10   73 16 5th
17th +8/+3 +5 +5 +10   82 17 6th
18th +9/+4 +6 +6 +11   93 18 6th
19th +9/+4 +6 +6 +11   104 19 6th
20th +10/+5 +6 +6 +12   115 20 6th

Class Features:
All of the following are class features of the Psychic.
Weapon and Armor Proficiency: Psychics are proficient with simple weapons and light armor, but not with shields.
Powers: Psychics manifest psionic powers. To learn a psionic power, a Psychic must have a Wisdom score of at least 10 + the power's level. Saving throws against Psychics' psionic powers have a DC of 10 + the power's level + the character's Charisma modifier. Psychics, unlike most other manifesters, use two ability scores to help determine the extent and utility of their powers. Psychics use the Psion/Wilder class list for learning psionic powers, but they do not have a chosen/specialty discipline. As a result, Psychics are unable to learn powers on the discipline lists without taking the Expanded Knowledge feat.
Power Points: A Psychic can manifest a certain number of psionic powers per day based on his or her available power points, but need not prepare the powers in advance- the character simply pays the power point cost (and any other cost applicable to the power description) to manifest it. The number of available power ponts per day is improved by the character's bonus power points, if any, as shown on page 18 of the Expanded Psionics Handbook (using Charisma as the key ability score).
Starting Gold: Psychic characters start with 3d4 × 10 gp.