PC ClassesArdentBarbarian 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 ClassesAdeptAristocrat Commoner Engineer Expert Mage Psychic Warrior |
Aberrant ChampionGamma Knight Guardian of the Dragon Vale Hive Guardian Silicon Dragon Timewalker |
Magical Prestige ClassesFist 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 ClassesCrystal 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 |
Exemplars of Good-Faction DeitiesAvengerExalted 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 DeitiesDiscordianEnforcer Forgemaster Gambler Holy Bard Holy Guardian Holy Sage Mariner Psi-Priest (Neutral) Shifter Shrouder Vigilante Warrior of Fate Wayfaring Wanderer |
Exemplars of Evil-Faction DeitiesAntibardAntipaladin Blasphemer Deathstroke Despoiler Ice Knight Knight of Purity Oozemaster Psi-Priest (Evil) Seductress Serpent Soldier Sharkmaster Storm Knight Terrorist Trapmaster |
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.