Classes

Adventuring Classes
These are the common, familiar classes that player characters are familiar with. These classes represent characters that, as the name implies, have spent much of their focus and experience honing their talents and abilities against the obstacles and dangers of the world and beyond.

Barbarian
Lightly armored, but always heavily armed, barbarians are savage warriors whose rage overcomes their foes with feats of great strength and inhuman endurance.
 * Alignment: Any Non-Lawful
 * Weapons: Martial Weapons
 * Armor: Medium Armor and Shields
 * Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, Swim.
 * Progression: Fast Movement, Rage [Tier 1], Uncanny Dodge, Trap Sense [Tier 1], Damage Reduction
 * Advancement: Trap Sense [By Tier], Damage Reduction [By Tier], Resistance [Enchantment], Rage [By Tier]

Bard
A weaver of magic through his music or voice and with an astounding knowledge of lore, the Bard is the wandering minstrel, the silver tongued diplomat, and the living definition of "music to soothe the savage breast".
 * Alignment: Any Non-Lawful
 * Weapons: [Bard Weapons]
 * Armor: Light Armor and Shields
 * Skills: Appraise, Balance, Bluff, Climb, Concentration, Dicipher Script, Diplomacy, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (all skills taken individually), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand, Speak Language (n/a), Spellcraft, Swim, Tumble, Use Magic Device
 * Progression: Lore [Bardic Knowledge], Bardic Music [Tier 1]
 * Advancement: Bardic Music [By Tier]

Cleric
A God's power is found in their faithful followers, and the work of the Cleric is to bring that power and faith to those around them. The hand of the divine, and voice of a god's power, a Cleric's ability is found in the spells her deity grants her, both good and evil.
 * Alignment: Within one step of patron deity.
 * Weapons: Simple Weapons
 * Amor: Heavy Armor and Shields
 * Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (Religion), Profession, Scry, and Spellcraft
 * Progression: Turn Undead [By Tier and Grade]
 * Advancement: Turn Undead [By Tier and Grade]

Druid
To rule nature is a city dweller's folly. Only working along side it can nature's true power and grace be achieved. A Druid knows this in all aspects. From the raging fury of a maelstrom, to the gentle grace of a morning's dew, this servant of nature is at one with all that nature encompasses.
 * Alignment: Any Neutral
 * Weapons: [Druid Weapons]
 * Armor:
 * Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nature), Listen, Profession, Ride, Spellcraft, Spot, Survival, Swim
 * Progression: Animal Companion, Improved Skill [Nature Sense], Wild Empathy, Improved Movement [Woodland Stride], Wild Shape [Tier 1]
 * Advancement: Wild Shape [By Tier], Immunity [Poison], Immunity [Age]

Fighter
True experts of martial combat. Fighters can range from galiant knights with lance to exotic pit fighters. There is no weapon or armor beyond a fighters skill use use to the utmost.
 * Alignment: Any
 * Weapons: Martial Weapons
 * Armor: Heavy Armor and Tower Shields
 * Skills: Climb, Craft, Handle Animal, Intimidate, Jump, Ride Swim
 * Progression: Bonus Fighter Feats
 * Advancement: More Feats

Monk
Throughout the land are remote monasteries. Within these isolated places dwell the masters of the physical. Balancing body and mind, heart and soul, a Monk is the embodiment of physical prowess, without need of weapon or armor to be a deadly foe.
 * Alignment: Any Lawful
 * Weapons: [Monk Weapons]
 * Armor: None
 * Skills: Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (religion), Listen, Move Silently, Perform, Profession, Sense Motive, Spot, Swim, Tumble
 * Advancement: Unarmed Strike, Flurry, Evasion, Resistance [Enchantment], Ki Strike [Magic], Slow Fall [20ft], Fast Healing

Paladin
Divine warriors and champions of the weak and the innocent, it is paladins for whom tales are sung of chivalrous deeds and vanquished evils. Channeling the divine might of their patron diety Paladins are the spearhead against the darkness and bulwarks of the light.
 * Alignment: Lawful Good (LG)
 * Weapons: Martial Weapons
 * Armor: Heavy Armor and Shields
 * Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (nobility and royalty), Knowledge (religion), Profession, Ride, Sense Motive
 * Progression: Aura of Good, Detect Evil, Smite [Tier 1], Aura of Courage, Immunity [All Diseases], Turn Undead [Tier 1], Smite [Tier 2], Paladin Mount
 * Advancement: Remove Disease [By Tier], Smite [By Tier]

Ranger
Much as a Paladin is to the divine, the Ranger is the guardian of nature. Stalkers and hunters of the savage wilds, these cunning creatures are gifted with the same blessing as a Druid, but choose to focus on their fighting and tracking skills rather then the nature magic and shapeshifting of their brethren in nature.
 * Alignment: any
 * Weapons: all simple and martial weapons
 * Skills: Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope
 * Progression: Favored Enemy [Tier 1], Track Feat, Wild Empathy, Combat Style [Tier 1], Endurance Feat, Animal Companion, Favored Enemy [Tier 2]
 * Advancement:

Rogue
A rogue is a versatile character, capable of sneaky combat and nimble tricks. The rogue is stealthy and dexterous, and often charming as well. Where other characters have the power to defeat enemies, the rogue has the wit to track them down and lead the team past traps and barriers on the way to that fight.
 * Alignment: any
 * Weapons: crossbow, dagger, dart, mace, sap, shortbow, shortsword
 * Skills: Appraise, Balance, Bluff, Climb, Craft (choose one), Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Innuendo, Intimidate, Intuit Direction, Jump, Listen, Move Silently, Open Lock, Perform (choose one), Pick Pocket, Profession (choose one), Read Lips, Search, Sense Motive, Spot, Swim, Tumble, Use Magic Device, Use Rope

Sorcerer
Lacking only in the versatility of the spells they may know, a Sorceror's power is one born to them, not learned from a book or research. Needing little more then a push of their will, and emotion, a Sorceror's mastery of the Weave is honed through practice of the very magic that runs in their veins.
 * Alignment: any
 * Weapons: all simple weapons
 * Skills: Alchemy, Concentration, Craft, Knowledge (arcana), Profession, Scry (exclusive), Spellcraft

Wizard
Wizards are spell casters who gain magic through rigorous study and practice. They hone their understanding of magic by engaging in debates on magical theory with their peers, studying tomes, and practicing spells.


 * Alignment: any
 * Weapons: club, dagger, quarterstaff, and crossbow
 * Skills: Alchemy, Concentration, Craft, Knowledge (All, individually), Profession, Scry (exclusive), Spellcraft

Common Classes
Some people spend their lives travelling and honing their talents against the perils of the open world. Everyone else deals with the perils of common life. These classes don't have the array of feats available to the adventurers, but instead have a much wider skillset to represent a familiarity with the mundane and day-to-day skills often taken for granted by adventurers.

Adept

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Aristrocrat

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Commoner

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Expert

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Warrior

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